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Thread: Tutorials

  1. #91
    Super Member JohnMarchant's Avatar
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    Looking forward to Genoma very much Ivan
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  3. #93
    Member Ivan_B's Avatar
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    Hey people...Here's the rig I will be creating in the tute, after covering the Genoma bits.

    Rig Rotation SkeletonRotation.mov

    There will be mouths.
    Click image for larger version. 

Name:	2headedFred_Rig.jpg 
Views:	121 
Size:	714.2 KB 
ID:	124772
    Last edited by Ivan_B; 10-06-2014 at 07:17 AM.
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  4. #94
    Stuck in a very big cube Waves of light's Avatar
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  5. #95
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    I like what you're doing there. Looking forward to this, I always get confused what bit of the rig should line up with the geometry!

  6. #96
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    The tute will be a semi build / detailed breakdown, but before we build it we'll go over EVERY preset part and what it does and how to use it, then use that knowledge to build the rig...ill be speeding up or editing the fiddly bits and highlighting all the important stuff...The idea is to remove the fear and confusion factor...When were done, you'll be amazed how easy it really is...then you can go nuts!..hopefully record it tomorrow.
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  7. #97
    Super Member JohnMarchant's Avatar
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    Cant wait Ivan
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  8. #98
    Axes grinder- Dongle #99
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    Looking forward to it: haven't even LOOKED at Genoma, the shame, the shame...
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  9. #99
    Registered User tyrot's Avatar
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    Ivan you are filling the absence of Proton's awesome LW tutorials.. thanks for your efforts.. simply making us to try new things.. i feel like every tutorial somehow updating the LW

  10. #100
    Michael Nicholson zapper1998's Avatar
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    Quote Originally Posted by Ivan_B View Post
    Hey Mike, Here's an example of faking the shift camera...I used compositing buffer exports depth pass and I set the distance to 70m in the options (which covers the whole scene)
    Attachment 124652

    Here's the results of the shift cam....I selected the shift camera..in the options I chose an object that was in the middle of the scene...you could use a null...then I went into the depth of field properties of the camera and set the "Lens F-Stop" to 0.05 and used 40 samples (you can still see that grain in the blur..and thats with simple boxes...blur is expensive imo)

    Here's the shift cam results.
    Attachment 124653

    Ok I see now
    How big are the objects? scale wise..??
    trying to duplicate what u did..

    I have a plane 5m x 5m loaded with cubes like yours 100 x 100.


    Can You share the scene u used??

    Thanks
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  11. #101
    Member Ivan_B's Avatar
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    lol!! Thanks people!!...feel free to send me all kinds of stuff...especially that rectangle paper with all the wonderful graphics and bar codes and serial numbers, with the big bold numbers 1 & 0 & 0 printed on it heheee.

    Had some exciting news (for me anyway) My Camera Mapping tute got highlighted on the Lightwave newsletter, pretty happy about that, so thanks to whoever organized that!!

    Slight delay with the Genoma tute, preparing project files and waiting for a new mic...my 1985 verbatim desk mic with the 3.5 mm jack needs to be retired. I'm going to be sharing some rig presets and maybe the character to try on your own. I also got some loopable walk cycles for humans and animals I want to cover as well as all the genoma stuff.

    Mike.. I think the scale was 70m from the camera to the back of the cubes, your scene size doesnt matter all that much, as long as you set the Depth pass distance, so all the objects in the scene get calculated..

    Here's the Shift Cam.rar...Inside it you will find 2 lw scenes, one is the fake shift and the other the real shiftcam...as well as an Ae project with the camera lens blur setup, and the renders.
    Last edited by Ivan_B; 10-07-2014 at 09:29 PM.
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  12. #102
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    Quote Originally Posted by Ivan_B View Post
    Thanks again People!
    I did some experimentation to see if I could make a road with a crack running down it and control that crack, but much like the building, everything wobbles before you start unglueing with nulls etc, which makes it completely useless,
    To stop the wobbles have you tried the "Activate on last key" method?
    It's under Bullet > Item > Activation > Activate on last key.

    Basically you select the item that's wobbling from the start and add a keyframe just before collision or whatever.

    This tutorial covers that at about 7 minutes in.
    https://www.lightwave3d.com/learn/ar...rces-tutorial/

  13. #103
    Member Ivan_B's Avatar
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    Thanks BokadCastle..

    Here's a couple of example videos of Genoma rigging, relating to my upcoming tutorial....Its my third go at animating, but the rig is cool.
    Speed Rig fitting http://youtu.be/EjjBhYqlfHU
    Character Animation and wires http://youtu.be/AHd739GMWwI
    Be careful, you might learn something.

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  14. #104
    Stuck in a very big cube Waves of light's Avatar
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    Quote Originally Posted by Ivan_B View Post
    Thanks BokadCastle..

    Here's a couple of example videos of Genoma rigging, relating to my upcoming tutorial....Its my third go at animating, but the rig is cool.
    Speed Rig fitting http://youtu.be/EjjBhYqlfHU
    Character Animation and wires http://youtu.be/AHd739GMWwI
    Having watched, commented and shared your other vids, I really can't wait for the Genoma setup video. Really appreciate the efforts you're going too.


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  15. #105
    Member Ivan_B's Avatar
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    Its on its way!!

    Here's an example stretch animation with the Genoma biped preset....The setup works really well, but I want to customize it a little.

    Stretch Animation example http://youtu.be/w0VTP8yOrNw

    As per usual, after I finish the example, I do further tests and discover a way to create stretch limb presets to be added to your rig (modified an arm and leg), that allows you to move bones to create the stretch via a controller, no need to select bones (in bone mode) to move them...the amazing thing is all the controller default to zero making it super easy to make adjustments and end up back to the default bone position.
    Last edited by Ivan_B; 10-15-2014 at 09:33 PM.
    Be careful, you might learn something.

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