View Full Version : how do u think abt the messiah' weight?
vingolliang 11-27-2003, 03:14 AM id better like the lw's weitht brush modo.
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SheepFactory
11-27-2003, 03:52 AM
say what? :shrug:
dfaris
11-27-2003, 03:54 AM
You dont need weights with messiah.
chikega
11-27-2003, 04:19 AM
Originally posted by vingolliang
id better like the lw's weitht brush modo.
I'm going to take a wild stab in the dark on this one. I believe he's saying:
I like LW's weight maps (mode) better.
fwtep
11-27-2003, 04:26 AM
Originally posted by vingolliang through chikega
I like LW's weight maps (mode) better. It's amazing how conditioned to the "work-around" of weight maps people are. They were introduced becaue the bones were so inaccurate and unpredictable. Bones, as a concept, aren't innacurate and unpredictable though, it's just LightWave's that are. Try messiah's. You might still need one or two "holder" bones, but:
a) You don't need remotely as many as LightWave would need.
and
b) Theyr'e faster than setting up weight maps.
and
c) They're adjustible at any time before, during or after the animation.
and
d) They, and the whole rig, can be reused.
And there's more, but that's the basics.
Fred
chikega
11-27-2003, 04:32 AM
Originally posted by chikega
I'm going to take a wild stab in the dark on this one. I believe he's saying:
I like LW's weight maps (mode) better.
He could be saying as well: I'm waiting for LW to be like Modo ;)
Originally posted by fwtep
It's amazing how conditioned to the "work-around" of weight maps people are. They were introduced becaue the bones were so inaccurate and unpredictable. Bones, as a concept, aren't innacurate and unpredictable though, it's just LightWave's that are. Try messiah's. You might still need one or two "holder" bones, but:
a) You don't need remotely as many as LightWave would need.
and
b) Theyr'e faster than setting up weight maps.
and
c) They're adjustible at any time before, during or after the animation.
and
d) They, and the whole rig, can be reused.
And there's more, but that's the basics.
Fred
All VERY true Fred, but sometimes i only need a Weight for the entire head, and that is LOT easier to do with "regular" weights, even if i plan to change the model later, only one bone needed and 1 or less minute "painting" operation, example in LW:
Select all the Head Point and hit make new Weight, done, who long can this take?
So having both options would be sweet IMO :thumbsup:
ps: Yap i can also use PuppetMaster to isolate the head i know i know :p
bradenbickle
05-29-2004, 08:13 PM
Can puppet master work with bones as well?
I'm doing a Humpty Dumpty character and I need the egg head to be riggid with everything else deformable.
AlexK
05-30-2004, 07:16 PM
I second Sil3's opinion about "having both options".
I had to setup a characters mouth two days ago and the modeling gal worked with "weight painting applications" until now, so she modelled the mouth closed. That is common practice, because it is a lot easier to model the mouth closed firsthand,so that it looks natural, then closing it afterwards.
I had to give the model back to open the mouth in the modeller, because it would have been overkill to seperate the upper and lower lip with MetaEffectors. I would have given quite a bit to draw a weight map. :hmm:
So if any of the developerers is hearing my fainting crys. Please add at least the option to paint weights.
kvernon
05-31-2004, 12:20 AM
I have to agree with having both options as well...
While they were set up as a work around for bone weighting, I could of sped up rigging time with my ninja turtle's shell since messiah's bones are very efficient in grabbing surrounding verts. Now have you in mind, I got it working no problem, it's just teadious with all the metaeffector spheres and moving the into position all the time.
chikega
05-31-2004, 02:04 AM
kvernon: is the shell on the turtles back a separate mesh from the rest of the turtle?
kvernon
05-31-2004, 02:27 AM
It's all the same mesh... I did a couple of variations for setting it up. in that one (from the link), it's an older rig. I've tweaked it where it's much more solid now (with the metaeffector schtuff).
The goal is to transition into learning gaming rigs w/in messiah for me, but I did think about moving/stretching out the shell in LWs modeler and after rigging, moving the bones/shell in place. I also thought aboot puppet master, but those are not directions I wanted to go in these past riggings.
Pretty much like Sil3's reasoning. I just feel that messiah somehow needs to adapt by reading the weighting information from another app or being able to directly paint weighting w/o those spheres. The direct painting doesn't even have to be animated (although would be kewl).
BTW Gary, great tuts! :buttrock:
chikega
05-31-2004, 03:57 AM
kvernon: thanks, man. I'm still learning myself - just hacking away at it when I can. I was going to say - if the shell were a separate mesh you could set a Metaeffector_effector to "All connected". Of course this doesn't work with a *contiguous* mesh. But, I'd thought I'd throw it out there anyways - just in case. :)
I must say that even if I love messiah's weight tools, and in most cases I get my weights set up much quicker with metaeffectors and bones than by painting weight maps, I agree that there are cases where metaeffectors are too difficult, if not impossible to set up when you want to isolate points that are very close together or overlapping. Right now I am rigging a character where this is the case in many areas, and I have to use puppetmaster with 5 sections to isolate the geometry. While puppetmaster is a nice tool, I'd prefer to avoid it, and rather be able to paint weightmaps in such cases wich I could read in messiah.
My 2 cents :)
M.
Originally posted by kvernon
I have to agree with having both options as well...
While they were set up as a work around for bone weighting, I could of sped up rigging time with my ninja turtle's shell since messiah's bones are very efficient in grabbing surrounding verts. Now have you in mind, I got it working no problem, it's just teadious with all the metaeffector spheres and moving the into position all the time.
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