View Full Version : !!!New video tutorial on eggprops!!!!
I just finished wrapping up a video tutorial that is first in a series showing you how to use Animation Master with other 3D applications on the market.
This video deals specifically with converting Hash Patches to Lightwave's SubPatch technology. It demonstrates each "trick" to the process and every single click used in converting the Rat model I was shoing you guys earlier this week into a good looking detailed Lightwave SubPatch model.
http://www.eggington.net/Rat/RatAM.gif http://www.eggington.net/Rat/RatLW.gif
As you can see. . . the process works and I think you should have a pretty easy time following along. It costs $19 and is contained in a 22mb downloadable zip file along with all the codecs and instructions necessary to get the video to work on MacOS9, MacOSX and Winblows.
The tutorial can be found in the "Tutorial Videos" section under "Software" on eggprops.
Eggprops (http://www.eggprops.com) as always can be found at http://www.eggprops.com
If you have any problems with your eggprops account, viewing the movie, or want to tell me about your love life. . . feel free to email me at weggingt@eggington.net
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kungfudork
09-06-2003, 10:23 PM
i see you used hooks and five point patches in your mesh, so i assume that will all go over nicely? this sounds very interesting. i don't have lightwave, but i know some people who do. once it is in lightwave then you can basically get it to any other program, correct? you'll probably be getting my 19$ soon!
i got an off topic question for you? is the setup tutorial for messiah, that joe did, a similar setup of animation controls like your A:M rigs? i'm interested in learning messiah:animate and was hoping to find similarities between the rigs.
thanks,
kungfudork
What other programs are you hoping to convert your models over too?
I haven't seen Joe's tutorial yet so I couldn't really tell you.
Messiah has an autorig feature now that is pretty simple to use. But it never hurts to dig futher into the app. . .
interesting subject, but it bugs me when people charge for a bit of information on a technique, not least because those who pay to view it feel reluctant to then discuss it with those who haven't (stifling discussion) - anyone remember the AM cog bones fiasco. Why not briefly outline the steps and then offer the offer the video as the in depth illustration?
zandoria
09-07-2003, 04:37 PM
Could you post some renders of the finished LW rat? If you put som Sasquatch hair on it and rigged and animated it, then it would be more compelling...
Or maybe a magazine article would be more profitable?
Originally posted by eboy
interesting subject, but it bugs me when people charge for a bit of information on a technique, not least because those who pay to view it feel reluctant to then discuss it with those who haven't (stifling discussion) - anyone remember the AM cog bones fiasco. Why not briefly outline the steps and then offer the offer the video as the in depth illustration?
I for one have a very hard time learning from written tutorials. I learn the fastest by pulling up a chair behind someone who really knows what they are doing and just watching.
This conversion is really just one of many meathods of dealing with hooks, 5 point patches and internal gemetry using the tools provided in the Lightwave Modeler. Just like the other video tutorials on eggprops. . . there is no real secret to rigging, or constraints, or the tools in AM and Lightwave. . . I just think some people might be interested in watching someone familiar with both tools accomplish complex tasks that are hard to put down in words. :shrug:
I know the darn hardest thing to play with upon bringing my models over to Cinema4D was at what sub-div to bring them over. I would love to bring over the 1 poly-per-patch model and then turn on HyperNurbs and move along, but the dang HyperNurbs makes my 1 poly per model too skinny...
5 pointers and 3 pointers weren't too bad in conversion to C4D for me, hell it was more about the character setup that sucked going over to Cinema...
...when the hell is somone going to rip Hash off 100% in character setup and boning?
- pjc
odinseye2k
09-08-2003, 05:09 PM
Any thoughts on talking about going the other way? It seems to me that A:M's strengths are obnoxiously in the center of the process - I hear great things about Sub-D type modeling (at least to my ear, being into hack-and-slash CAD type modeling and the idea of stitching the distinct geometric flows of different parts of the human face and skeletal muscle structure) compared to A:M tools.
Then A:M's got the acknowledged best animation tools and flow out there (automated smart-skinning, super-easy rig with TSM and the AMWeights plug-in, posing, dopesheets and a lot of other neat tricks).
On the back-end, we've got rendering issues. (BTW, Wegg, does the tutorial talk about exporting actions and the like along with the geometry so that you can essentially use LW as a shader/renderer and bypass the animation tools?) Again, going elsewhere is attractive.
Basically, need a workflow of LW->AM->LW, with AM taking the place of Messiah, I guess.
Of course, I've seen some super-slick stuff in A:M only as of late - reminds me that a lot of perception of AM quality vs. the others is that a lot more pros are showing others here than the hobbyist stuff I tend to see in AM.
odinseye2k
09-08-2003, 05:11 PM
Oh yeah, forgot the secondary animation tools like sprites, cloth and hard bodies that may be a lot easier to use in LW.
I guess it's not as much quality we're talking about in workflows but speed/efficiency/ease.
Originally posted by odinseye2k
Any thoughts on talking about going the other way? It seems to me that A:M's strengths are obnoxiously in the center of the process - I hear great things about Sub-D type modeling (at least to my ear, being into hack-and-slash CAD type modeling and the idea of stitching the distinct geometric flows of different parts of the human face and skeletal muscle structure) compared to A:M tools.
odinseye. . . I love spline modeling. I personally consider modeling in LW to be a major pain in the butt. Why you would want to build organic models in any other application besides Animation Master is beyond me. . . especially because there are methods in getting your models from AM into just about every other package out there.
Then A:M's got the acknowledged best animation tools and flow out there (automated smart-skinning, super-easy rig with TSM and the AMWeights plug-in, posing, dopesheets and a lot of other neat tricks).
On the back-end, we've got rendering issues. (BTW, Wegg, does the tutorial talk about exporting actions and the like along with the geometry so that you can essentially use LW as a shader/renderer and bypass the animation tools?) Again, going elsewhere is attractive.
It doesn't. It just deals with geometry. I have made that conversion happen without having to use any 3rd party tools but it would take a while to demonstrate clearly and would require its own video tutorial. I really want to see what the general interest is in this one before I go spending too much time making more.
Originally posted by PJC
I know the darn hardest thing to play with upon bringing my models over to Cinema4D was at what sub-div to bring them over. I would love to bring over the 1 poly-per-patch model and then turn on HyperNurbs and move along, but the dang HyperNurbs makes my 1 poly per model too skinny...
5 pointers and 3 pointers weren't too bad in conversion to C4D for me, hell it was more about the character setup that sucked going over to Cinema...
...when the hell is somone going to rip Hash off 100% in character setup and boning?
- pjc
Ooo pjc. . . this video was made for you then. I deal with that right at the final step and I KNOW that it would work with C4D.
<Side Note>
This is a weird position to be in. I really want to sell the video to you all. . . but it feels like I am holding this information for randsom in order to do so. :hmm:
I don't really know how else to go about it though. . .
Sorry. . .
I hope you understand.
dfaris
09-08-2003, 06:23 PM
Originally posted by Wegg
odinseye. . . I love spline modeling. I personally consider modeling in LW to be a major pain in the butt. Why you would want to build organic models in any other application besides Animation Master is beyond me. . . especially because there are methods in getting your models from AM into just about every other package out there.
Wegg thats because LW's modeling tools stink. hehe
John Keates
09-08-2003, 06:48 PM
Originally posted by Wegg
odinseye. . . I love spline modeling. I personally consider modeling in LW to be a major pain in the butt. Why you would want to build organic models in any other application besides Animation Master is beyond me.
I am so glad that you think so also. I have tried modelling in other programs and I just don't get them. Sure there are quirks with AM but once you are over them it is magic. No selecting a cp with one click and then pressing a button to move then clicking again to drag. Just wack it on and move it about.
odinseye2k
09-08-2003, 07:05 PM
quote:
--------------------------------------------------------------------------------
Originally posted by Wegg
odinseye. . . I love spline modeling. I personally consider modeling in LW to be a major pain in the butt. Why you would want to build organic models in any other application besides Animation Master is beyond me.
--------------------------------------------------------------------------------
Fair enough. I haven't actually gotten to play with other modeling techniques (other than SolidWorks CAD) - just kind of thought of the idea of building a form (like a part, start with pieces and weld together, chop away what you don't like) was appealing.
Anyhow, I do like the response. Convinces me to go back and try again eventually (I've been through about four generations of human mesh building now - gets better every time!).
My Fault
09-08-2003, 08:07 PM
Originally posted by dfaris
Wegg thats because LW's modeling tools stink. hehe
Evidently somebody needs to delve a little deeper in to Lightwave's modeling tools. Say this to MikeRB or Proton or Remi or all the other kick ass LW modelers.... but make sure you duck after you say it :p
dfaris
09-08-2003, 08:14 PM
Originally posted by My Fault
Evidently somebody needs to delve a little deeper in to Lightwave's modeling tools. Say this to MikeRB or Proton or Remi or all the other kick ass LW modelers.... but make sure you duck after you say it :p
LOL I was just teasing Wegg because I know he likes splines and I'm always telling him how C4D's modeling tools are like AM's
Thats all
The little demonstration videos they have on C4D's website make it look pretty damn cool. Edge, point and Face weights for the subD mesh underneath. . .
Wow.
All you get in lightwave is point weights.
You can't even SELECT an edge in LW. . . let alone adjust its subD weight.
My Fault
09-08-2003, 08:51 PM
Originally posted by dfaris
LOL I was just teasing Wegg because I know he likes splines and I'm always telling him how C4D's modeling tools are like AM's
Thats all
Heheh. Really like the look of some of C4D's modeling tools. I believe a lot of the edge issues that Lightwave has, i.e. LW pretty much having no control over edges, will be solved in v8.
BTW, nice job on the video Wegg as always.
Thanks My Fault. I'd love to see the results of something you converted yourself. . .
My Fault
09-08-2003, 10:04 PM
Will do!
Was in awe of how fast you were able to clean stuff up in Lightwave. I can only imagine the number of models you've run through this pipeline. Seeing videos of it made it that much easier to digest the info. Eagerly waiting for more.....
Roger Eberhart
09-09-2003, 03:38 PM
Your web site doesn't seem to be working too well with the Safari browser. I can get to the movies section, but I can't use the scroll arrows to get to your new one.
Monty
09-09-2003, 03:48 PM
Wegg, I also cant seem to navigate your site well using a Mac and a variety of browsers. No way to scroll the list of items. Oh well... :hmm:
3DArtZ
09-09-2003, 04:12 PM
Originally posted by eboy
anyone remember the AM cog bones fiasco.
Oh yeah, I remember that. A faulty review was written to make the product look bad. But only later to be revealed that it was false & done to diminish sales of AM related materials.
Why bring that up?..... Because it is important to remember that products can be offered however the manufactuer sees fit.
I think this was presented very well here. The only thing I'd like to see is a LightWave wireframe to see how the mesh converted.
Mike Fitz
Originally posted by Roger Eberhart
Your web site doesn't seem to be working too well with the Safari browser. I can get to the movies section, but I can't use the scroll arrows to get to your new one.
really!?! thats weird because I made the site on a mac.
One way of seeing more of the list is to click on the top item on the list and keep hitting tab untill you have come to the selection you were looking for.
Sorry about that. I'll see what I can do.
zandoria
09-09-2003, 04:58 PM
Originally posted by 3DArtZ
...Oh yeah, I remember that. A faulty review was written to make the product look bad....
It wasn't a faulty review. It was a harsh, critical,and scathing review. You brought on the antagonism (not only from me) with your "super secret" technique posts on the A:M list. Your "cog" is just a fan bone--a well known and free technique!
There are so many more options now that just intermediate bones...Maybe people are buying A:M weights or weight mover. Most people HAVE forgotten the criticism of your CD, and I have chosen to ignore the commercial solicitations on the A:M list.
I have nothing against you Mike. I apologised for being so vehement in the past, but that doesn't make what I said wrong. Don't mistake my silence for a retraction. :shame:
My Fault
09-09-2003, 05:23 PM
Oh man, can we not getthis started again and instead focus on the great job Egg has done on this video... and use our time to prod him for more videos. :thumbsup:
I'm curious if there are ways to more easily locate the converted hooks and 5 point patches in LW or other Lscripts and plugins to make this task even quicker.
3DArtZ
09-09-2003, 05:29 PM
Dude, you already admitted it. Over and done with.
Anyhows after seeing your animations, you're not qualified to write a harsh reveiw of anything that has to do with animation....
Your modelling skills and compositing skills are to be reckoned with for sure(actually not sure about this one... the beach comosite with the pig dino is horrible).....
Anyhows, as you repeatedly fail to realize, the cog system is not one joint. It controls to whole body.... better than most other options.
There was no reason for you to jump in after my post William... my point was that it is up to individual offering the product on how to showcase it. That's all.
Late
hoochoochoochoo
09-09-2003, 05:31 PM
I know the darn hardest thing to play with upon bringing my models over to Cinema4D was at what sub-div to bring them over. I would love to bring over the 1 poly-per-patch model and then turn on HyperNurbs and move along, but the dang HyperNurbs makes my 1 poly per model too skinny... Patrick, did you ever get to see Weggs tip about using the negative "tighten" command in Wings3D? I asked the same question about importing into XSI and it worked a treat!
I just got and installed C4D on my PC so I'm a newbie and can't be anymore help than that.
EDIT:
Agree with MyFault completely. This thread is about Eggprops. I'd hope both Will and Mike (whose work I respect) stop the dispute.
dfaris
09-15-2003, 06:26 PM
hoochoochoochoo You got C4D? what did you get? The basic app or XL? I have brought AM models into C4D pretty easy. How are you guys doing it?
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