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Thread: Genoma Updates and related plugins.

  1. #151
    Registered User visualbug's Avatar
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    Question to lino.grandi:

    Any plans to add squash and stretch bones to Genoma? or a setup for cartoon animation?

    (sorry I am new around here and this topic has so many pages....I don't know if you answer this question

  2. #152
    Skeleweighter plugin

    http://www.splotchdog.com/index.php?...ins&Itemid=161

    Calculates weight maps accordingly to the used skelegons and assigns them inside modeler. Falloff calculation is a bit different than layout does, and I've no idea how to replicate
    layouts own behaviour. There is also an option to take Genomas 1 and 2 control object/bone into account.
    (As far as for Genoma 1 rigs this is pretty simple: All skelegons wich either have no or a connector map assigned to it, will be ignored. As for genoma 2 rigs, it was a lot harder:
    All skelegons wich either have a bone strength of 0.0 or are imported as an item are ignored. )

    As far as I can tell there is still some work to do considering the weight calculation itself. If anyone can chime in and tell me the correct / a better way to calculate them this will be highly appreciated.

    Hope this helps

  3. #153
    Super Member CaptainMarlowe's Avatar
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    Looks cool, thanks ! I'll give a go as soon as I can. Very nice site of yours, BTW !

    - - - Updated - - -

    Looks cool, thanks ! I'll give a go as soon as I can. Very nice site of yours, BTW !

  4. #154
    TD/Animator lino.grandi's Avatar
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    You're awesome!

    Quote Originally Posted by tischbein3 View Post
    Skeleweighter plugin

    http://www.splotchdog.com/index.php?...ins&Itemid=161

    Calculates weight maps accordingly to the used skelegons and assigns them inside modeler. Falloff calculation is a bit different than layout does, and I've no idea how to replicate
    layouts own behaviour. There is also an option to take Genomas 1 and 2 control object/bone into account.
    (As far as for Genoma 1 rigs this is pretty simple: All skelegons wich either have no or a connector map assigned to it, will be ignored. As for genoma 2 rigs, it was a lot harder:
    All skelegons wich either have a bone strength of 0.0 or are imported as an item are ignored. )

    As far as I can tell there is still some work to do considering the weight calculation itself. If anyone can chime in and tell me the correct / a better way to calculate them this will be highly appreciated.

    Hope this helps
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

    https://www.lightwave3d.com/

    LightWave 3D Group YouTube channel:

    http://www.youtube.com/user/Official...?feature=watch

    My YouTube Channel:

    http://www.youtube.com/user/linograndi?feature=mhee

  5. #155
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    Is there a bird wing rig in the new version of Genoma? I haven't upgraded yet.

  6. #156
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    Quote Originally Posted by visualbug View Post
    Question to lino.grandi:

    Any plans to add squash and stretch bones to Genoma? or a setup for cartoon animation?

    (sorry I am new around here and this topic has so many pages....I don't know if you answer this question
    Like!

  7. #157
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    Quote Originally Posted by chazriker View Post
    Except for:

    - having the ability to save and load animations without worrying about whether or not the character is positioned in their origin rest position

    - Being able to load motions relative to current position/orientation

    - Adaptability in mid-animation. If you are animating a dog biting someone, you can easily alter the rig so that the entire body pivots at the mouth where the dog is biting the figure. You can't do this without a major performance hit without IKBooster.

    - Performance with multi-character setups (without resorting to "bare-bones" setups). Turning off rigs temporarily is not at all practical if you need characters to interact with eachother; you never have to do this with IKB rigs.

    - Ability to mirror entire animations/poses on either side of the character (IE: have the character do complex hand/arm/finger movements on one side, and transfer that to the other side)

    - One-layer editing. No need to fk/ik switching for when a character's limbs need to operate outside of the restrictions imposed by that. Multiple layers, constraints, etc adds complexity to the animator's workflow.

    ... The list goes on and on and on.

    In reference to the advantage of using IKB with Rhiggit, it's mainly to reduce the number of button presses required to move things around. Click-dragging nulls/goals around is far more efficient than the standard 3-button presses normally required (select, press button, manipulate).
    Interesting checklist for Legato. Thanks.

  8. #158
    Check out 33 multimedia https://www.youtube.com/watch?v=nZ9oP_pFhS8

    He has some extra wing presets for download

  9. #159
    ..since 4.0 and beyond brent3d's Avatar
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    Lino,
    in 2015.1 whenever I rotate the Genoma II biped rig towards the -Z axis in modeler once createed in Layout the left and right Toe bones face backtowards towards the +Z axis. I reset the .Cfg's and rescanned Pythons etc.. am I doing something wrong?
    Click image for larger version. 

Name:	Toe bone issue.jpg 
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  10. #160
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by brent3d View Post
    Lino,
    in 2015.1 whenever I rotate the Genoma II biped rig towards the -Z axis in modeler once createed in Layout the left and right Toe bones face backtowards towards the +Z axis. I reset the .Cfg's and rescanned Pythons etc.. am I doing something wrong?
    Click image for larger version. 

Name:	Toe bone issue.jpg 
Views:	115 
Size:	127.7 KB 
ID:	126644
    I noticed that too! In Modeler, select those skelegons (Right_Toes and Left_Toes) and turn off the Heading limits. That should fix the problem.

    More and more Genom2 presets are coming (an ant preset and a Unity dedicated preset!). Stay tuned!
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

    https://www.lightwave3d.com/

    LightWave 3D Group YouTube channel:

    http://www.youtube.com/user/Official...?feature=watch

    My YouTube Channel:

    http://www.youtube.com/user/linograndi?feature=mhee

  11. #161
    ..since 4.0 and beyond brent3d's Avatar
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    Quote Originally Posted by lino.grandi View Post
    I noticed that too! In Modeler, select those skelegons (Right_Toes and Left_Toes) and turn off the Heading limits. That should fix the problem.

    More and more Genom2 presets are coming (an ant preset and a Unity dedicated preset!). Stay tuned!
    Yup! That did it! Thanks Lino for the ultra fast response Cool about more presets, Genoma II is actually fun to work with.

  12. #162
    TD/Animator lino.grandi's Avatar
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    You're welcome!
    Lino Grandi
    3D Development, LightWave 3D Group/NewTek, Inc.

    https://www.lightwave3d.com/

    LightWave 3D Group YouTube channel:

    http://www.youtube.com/user/Official...?feature=watch

    My YouTube Channel:

    http://www.youtube.com/user/linograndi?feature=mhee

  13. #163

    Q: Any plans to add squash and stretch bones to Genoma?

    > hope to see it...

    for now you can follow these earlier steps suggested by Ryan & Rebel >
    http://forums.newtek.com/showthread....der3d%29/page3
    http://forums.newtek.com/showthread....ke-stretch-rig

    if you have RHR, see part 3 > 08 Deform Rigging - for squatch / stretch
    http://rebelhill.net/html/rhr

    there is also >
    Danny's notes >
    http://forums.newtek.com/showthread....=1#post1345476
    Cartoon Animation >
    http://www.liberty3d.com/citizens/tom-roth
    Oval Eye >
    https://www.youtube.com/watch?v=wZZxRoAauTg
    Gordon Curved Elbow >
    https://www.youtube.com/watch?v=BYH8JXLRkv4
    Last edited by erikals; 08-04-2015 at 02:37 PM.
    LW vidz   DPont donate   LightWiki   RHiggit   IKBooster   My vidz

  14. #164
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    Hey @Lino. Having an interesting problem w/Genoma 2, was wondering if you've run across it. I have 2 characters both using the G2 Biped rig. Everything works great on both except one the IK/FK switch doesn't work on the arms. Literally using the base rig as is, moved around the joints to fit and when i process i get no IK/FK switch on one, works fine on the other. :|

  15. #165
    Quote Originally Posted by bpritchard View Post
    Hey @Lino. Having an interesting problem w/Genoma 2, was wondering if you've run across it. I have 2 characters both using the G2 Biped rig. Everything works great on both except one the IK/FK switch doesn't work on the arms. Literally using the base rig as is, moved around the joints to fit and when i process i get no IK/FK switch on one, works fine on the other. :|
    Has this been addressed?

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