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Thread: Demogorgon

  1. #16
    Audere-Est-Facere adrian's Avatar
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    Thanks :-) Most of it has been fun, such as learning how to motion track in AE and trying to make the CG bits seem as if they belong there. I'm sure there's many other things I can do to make it better, will keep on studying and learning....

    On the character animation front today I got a 3 year educational license for Maya2020 so I'm going to be learning that and it'll be interesting to see how character rigging and animation is in that compared to LW. I can't see myself ever modelling in Maya as I like LW too much but I'm looking forward to learning stuff like Bifrost and using Maya alongside LW.

    As I'm a hobbyist the fact that it's only an educational licence makes no odds to me but might be a feather in my cap further down the line :-)
    Last edited by adrian; 01-22-2020 at 12:56 PM.
    Adrian.

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  2. #17
    Not so newbie member lardbros's Avatar
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    No way, nice job you've done there. I'm really impressed with how it came out. Nice post work in AE too.

    (Your back garden is lovely too )
    LairdSquared | 3D Design & Animation

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  3. #18
    Looks pretty good. and yeah, nice work on the ae compsotiing
    Rob Depew
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  4. #19
    Audere-Est-Facere adrian's Avatar
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    Thanks guys! I would like to do some more scenes, one of which having Demogorgons climbing over the roof and a Demodog running amok in the garden. I'll have to model that first though - and figure out how to get some bones facing the way I want them so I can articulate all joints the way I need. Some fingers on the Demogorgon will only rotate sideways for instance and I cannot get them to face the right way using either rotate or edit Skelegons. I'm obviously doing something wrong but what I have no idea...
    Adrian.

    "Dreams are good, but memories are better"

  5. #20
    Steam username: Carm3D Carm3D's Avatar
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    Adrian,

    I haven't used IKBooster much... It's never been kind to me. But I was told by the late, great Larry that if you add a bone between your lower leg and the foot, the foot will stay locked in place.
    Carm
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  6. #21
    Audere-Est-Facere adrian's Avatar
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    Thanks. I did place a small bone between the lower leg and foot but it made no difference - however that may be down to incorrectly positioning it, I have no idea. It is, in a slightly twisted sense, heartening to hear even great artists such as yourself have struggled with IKBooster.
    Adrian.

    "Dreams are good, but memories are better"

  7. #22
    Steam username: Carm3D Carm3D's Avatar
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    Aw shucks. Ryan Roye may know the answer. He's quite fond of IKBooster for some reason.
    Carm
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    "All war is deception." - Sun Tzu

  8. #23
    To lock anything in place using IKBooster, you have to fix both the base and the tip of any given limb.

    Extremely important to understand, however, that ALL of the constraints that you put in place using IKBooster are only ever in effect while you are manipulating things. It is only a way for you to control things, they will have zero effect on your animation.

    The good thing is that this means way less complexity and overhead in your scene, you are free to constrain your objects/bones/etc in any other way that you wish. The bad thing is that things that you might want to stay in place (IE: planting a foot on the ground, or holding a hand on a table), will wobble around due to interpolation.

    Using IKBooster alone, your main option for locking limbs/hands down is to bake the range of frames on the fixed item using IKBooster's bake function. This works well in most circumstances, but will present issues in situations where you want free movements of a limb, but you also want that limb to "follow" an object (Example: a character holding a box, the hands need to be anchored to the box, but the hands must be also free to move). Without tools to add/remove full time IK at will, your success with IKBooster will depend much more on your ability as an animator more than your technical ability, and finished animations will require many more keyframes than they would otherwise.

    -Ryan Roye
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  9. #24

    your success with IKBooster will depend much more on your ability as an animator more than your technical ability, and finished animations will require many more keyframes than they would otherwise.
    wondering do you still mainly use IKB, or did you switch or combine ? (e.g. using IKB handles only)
    LW vidz   DPont donate   LightWiki   RHiggit   IKBooster   My vidz

  10. #25
    Quote Originally Posted by erikals View Post

    wondering do you still mainly use IKB, or did you switch or combine ? (e.g. using IKB handles only)
    Nowadays I have tools that augment IKbooster's capabilities; they aren't free though.

    Example Here. https://vimeo.com/388311508

    This, along with many of the RR Tools are what I use in production.
    Last edited by Ryan Roye; 02-17-2020 at 05:37 PM.
    Professional-level 3d training: Ryan's Lightwave Learning
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  11. #26

    RR Tools
    yeah, i recall that one. pretty cool / powerful.   
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