NevronMotion Genoma Preset RIg Video.

lino.grandi

TD/Animator
It would be interesting to see a Nevron tutorial rigging a toon character with wildly extreme proportions e.g. tiny legs / long body a la Deputy Dawg style designs. Is it possible or would it throw out animated walking and result in foot sliding issues etc? Lino, any more info on the way?

I'll make a video showing how there's no problem at all using characters with wildly extreme proportions.
Some days ago I also put in a little change in how the IK solver is used to solve reatargeting that should make the workflow even better. It will be available in the next NevronMotion update. ;)
 

Spinland

Spinny

RebelHill

Goes bump in the night
Ok... so it seems its operating off of a kind of "space match"... rather than calculating for the proportion adjustment, you're essentially "pre-processing" the mocap by scaling it to match the targets hip>ankle distance. So that'll give you stride scaling, no problem, as well as enable correct matching of hip>ankle movements... What I wonder further then is how this will play out for other parts of the hierarchy when there are major differences. For instance, what if a target character has great big clown feet (whilst obv the source has normal feet). In a situation like that then simply matching up the ankles wont be of much use, as the animation below the ankle becomes important to match for correct foot action and placement.

I also wonder what would happen in the case of arms... If you had some IK style action going on with the arms as well (lets say like a cartwheel motion), where both arms and legs needed to stick properly, then simply stretching out the scale of the source would spoil things Id be imagining.

Hmmm... Im gonna have to do some experiments here.
 

lino.grandi

TD/Animator
Ok... so it seems its operating off of a kind of "space match"... rather than calculating for the proportion adjustment, you're essentially "pre-processing" the mocap by scaling it to match the targets hip>ankle distance. So that'll give you stride scaling, no problem, as well as enable correct matching of hip>ankle movements... What I wonder further then is how this will play out for other parts of the hierarchy when there are major differences. For instance, what if a target character has great big clown feet (whilst obv the source has normal feet). In a situation like that then simply matching up the ankles wont be of much use, as the animation below the ankle becomes important to match for correct foot action and placement.

I also wonder what would happen in the case of arms... If you had some IK style action going on with the arms as well (lets say like a cartwheel motion), where both arms and legs needed to stick properly, then simply stretching out the scale of the source would spoil things Id be imagining.

Hmmm... Im gonna have to do some experiments here.

Thank you. We've been doing all the needed experiments already, and verified that NevronMotion works well with all the situations you're mentioning. ;)

But, you know, "repetita juvant".
 

Ryan Roye

Animator
Since Nevron runs right in Lightwave couldn't one just create Python/Lscripts to further automate some processes to their preferences? For instance, many batches of mocap typically only use one rig, so a script could make assumptions about how the mocap should be fitted to any given character to save time. Just throwing ideas out there.
 

stevecullum

Lightwave junkie
I'll make a video showing how there's no problem at all using characters with wildly extreme proportions.

That would be cool. I'd like to see how it might work with a character with elongated legs and tiny arms. Like a tyranasoarus...
 

snsmoore

Member
The steps are just the same.
The only thing that changes is the source (which is the Kinect, not a Motion Capture file).
I'll make a video showing how to use the Kinect as our retargeting source anyway, so to show how the Kinect Rig works! ;)

Lino,

Any progress on this 2nd video showing the Kinect as the retargeting source? (or do need to wait for the next release?)

I came close but am getting an unusual deformation. (see this thread: http://forums.newtek.com/showthread...eting-using-the-Nevron-Genoma-preset-95-there )

Would there be any differences with disproportionate characters, like a large body with small arms. (i.e. the cube from the Genoma tutorial in the documentation)?

-shawn
 
Last edited:

Ryan Roye

Animator
Two things I feel should have been mentioned more clearly in the video:

1) It probably should have been explicitly mentioned how the controllers were meant to be controlled. The video implies, but does not really explain that they are primarily meant to be manipulated in pairs (IE: Forearm/ForearmRoll should both be selected to get desired arm movement). If another "introduction to nevron" video is made, be certain to mention this if only briefly. People who animate all the time in Lightwave can figure it out, but less experienced users may become frustrated.

2) It should be explained that the Nevron controllers (magenta/yellow) represent the original position of the character motion after retargeting, which essentially tells user the difference between the motion capture and any corrections/adjustments that have been made. I can't speak for others, but I was initially confused as to why the controllers did not move with the character before realizing the reason for it.
 
Last edited:
Top Bottom