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Thread: New nevron motion test

  1. #1
    Super Member CaptainMarlowe's Avatar
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    New nevron motion test

    This test was made with two characters with the genoma nevron skeleton. The motions are files I bought years ago on Daz3D and that didn't work in animeeple. I had to create a new preset with manual retargetting of the bones just once. This ability to create presets is very handy, btw.
    I added some bullet soft bodies to the girl hair, but it's not good, imho. I still have to correct the hands, but I have the feeling that the fingers bones are disconnected. I have to go deeper in this part.
    Otherwise, I like it so far.


  2. #2
    TD/Animator lino.grandi's Avatar
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    That's a cool test! Thanks for sharing.
    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

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

  3. #3
    Super Member CaptainMarlowe's Avatar
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    Thanks ! I think I have found out how to handle the fingers, but I'm not sure yet, and have to get more tests.

  4. #4
    Super Member geo_n's Avatar
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    Looking good. Daz motion files are what format? Can they be used directly in lw nevron?

  5. #5
    Super Member CaptainMarlowe's Avatar
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    these ones are bvh files bought a long time ago (and not designed for daz studio but for poser, back to poser 4, I believe !!), but with a very exotic hierarchy naming, so that animeeple was unable to read the hierarchy. On the other hand, Lightwave has always been able to read them, even back to V9.0. The good thing with Nevron is that the first time, I had to create a specific preset (starting from the default bvh and then using the getsell function to assign manually each bone, then saving it as a preset), but now, the process is very straightforward. I import the bvh file at a 0.025 scale (which I found with a little experimenting), rotate my model to match the skeleton (which is strangely facing +X) and then use the specific preset I created in Nevron to get instant retargeting. Very easy.

  6. #6
    TD/Animator lino.grandi's Avatar
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    Quote Originally Posted by CaptainMarlowe View Post
    Thanks ! I think I have found out how to handle the fingers, but I'm not sure yet, and have to get more tests.
    You can already animate the fingers using the controls. I'm planning to create some scripts to create a better rig for the fingers, that should be applied after the retargeting process has been completed.
    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

  7. #7
    Super Member CaptainMarlowe's Avatar
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    No, right now, if I don't get the fingers closed on the weapons prior to retargeting, the (purple) controls are useless, as if some parenting was broken in the retargeting process (I will made a vid when I have time), so that if I rotate one control, the next one isn't moved accordingly, creating very strange deformations on the fingers. But once again, I may miss something in the process.

    As for the srcipts for a better rig, I can't wait to test that !

  8. #8
    registered pixel pusher
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    Quote Originally Posted by lino.grandi View Post
    You can already animate the fingers using the controls. I'm planning to create some scripts to create a better rig for the fingers, that should be applied after the retargeting process has been completed.
    Hey Lino- did you ever get around to creating a Post-retarget finger solution? These NevronMotion rig finger controls get all funky with awkward rotations and parenting glitches once you retarget MoCap data to the rig. I am really having a hard time finding a solution that isn’t painful to work with...

    Cheers

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