LW char animation demo thread

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  11 November 2002
Nice work Chewey! And Mike, you're a freaking genius! You guys are both an inspiration.

Steve
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  11 November 2002
Mike, I have a question if you don't mind. How do you use the stand in model in layout? Do you have it in the same object as the high res? Is it parented to the bones the same as the high res model so when you move the stand in model the high res model is affected the same way?

I'm curious has to how you do that because i'm working on a project right now that using stand in models would have helped tremendously.

thanks,
Todd
 
  11 November 2002
What I do for seamless characters is create a standin by creating a lower rez version by freezing it with a low or no subpatch level.
I then chop it up so that I have a torso, head, forearms, upperarms etc etc all in their own layers.
I bring that into layout and parent each piece to the corresponding bone. I also make a selection set out of all the pieces. I make that standin version invisible. When I need to check deformations I use the subpatch version. When I need to animate and get some speed I turn off all deformations (theres a button to do that), make the subpatch version invisible, make my standin version visible and start animating. It goes very quickly. Again when I need to check deformations I make the standin invisible, the subpatch version visible and turn deformations back on. I actually used lscript commander to create two buttons that do that for me.
 
  11 November 2002
This isn't on topic exactly, but everytime I click on the link with movie files I get a page that says page not available, etc. I think all my browser settings are correct. Any suggestions for accessing these pages?
 
  11 November 2002
my workflow is similar to larrys.... here is the specifics:

-I model + rig hirez
-I do a merge fixed on my hirez model to reduce points until the
shape is still recognizable but way way lighter. This keeps weightmaps intact

-At this point there are 2 options, if the character is really gooey like my demon guy I...
-Clone my directory structure so that I have 2 objects folders, one with the hirez, one with the reduced
-when its time to animate I point my content folders to the low rez ones
-when its time to really check deformations and crashing, and render I point it to the hirez one and reload the scene

-Option B, non gooey character, like my robotech soldier
-Save off a seperate object representing every bone, bicep,
lowerarm, hand....
-Load them all into layout along with my rigged hirez guy
-Parent them to the appropriate bone
-Hide my actual mesh (so it renders but istn drawn in layout)
-Deactivate all my low rez stuff (so its visible in layout but will never render)
-This method has the advantage of not haiving to much around swapping stuff to animate/render

Mike
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  11 November 2002
Quote: Originally posted by SplineGod
What I do for seamless characters is create a standin by creating a lower rez version by freezing it with a low or no subpatch level.
I then chop it up so that I have a torso, head, forearms, upperarms etc etc all in their own layers.
I bring that into layout and parent each piece to the corresponding bone. I also make a selection set out of all the pieces. I make that standin version invisible. When I need to check deformations I use the subpatch version. When I need to animate and get some speed I turn off all deformations (theres a button to do that), make the subpatch version invisible, make my standin version visible and start animating. It goes very quickly. Again when I need to check deformations I make the standin invisible, the subpatch version visible and turn deformations back on. I actually used lscript commander to create two buttons that do that for me.




Is this something you teach in your course
 
  11 November 2002
I sure do, thats a big part of rigging.
 
  11 November 2002
Hey Mike the old decimate crunches polys and keeps the maps. that is what I use. I also have the tootsie roll character as well.
Although I never tried the parent segment to bone method before. I'm sure this really speeds things up.
Thanks for all the cool tips so far.

Check out my new demo reel.
It's all lightwave. with plenty of character animation.

http://korysdiner.homestead.com/fil.../KHI_2k2_sm.avi
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  11 November 2002
Thanks for opening this thread, MIke
Truly a scholar and a gentlemen.

I post some of my LW-only stuff too.

"How do you make animatable Gif"
AE a seq of files or captures of printscreens using "snapshot"

Great Tip Splinegod.

**TIP: Don't really concentrate on making a eliquent Low res
Just decimate or QEMLOSS it to death. Make it ube rlight and get all of your Key poses and Timing down.

Then Replace with Hi res and check deformations
Go back to Low res (Hell, make object invisible and deformation off) and animate the skeleton. Using expression so foot won't slide the floor helps keep your mind away from "is my foot going through the ground".

Work the aniamtion like clay (or modeling course some ppl model detail at the beginning)
Rough..then detaio it out.
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Last edited by Julez4001 : 11 November 2002 at 02:22 PM.
 
  11 November 2002
export the avi out of premiere or whatever as a animated gif at 10fps.

Then load it into imageready and change the colors to 32 and lossy compression to 20 or 25. That gets the file size down pretty well for me.

Mike.
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  11 November 2002
This is some scenes (please right click and download ) from " Bugvaders " - i made all characters set - up, bike set - up, all animation's, all lighting and environment set up as well as some model tweeking ( Kyle bike jacket was remodeled by me , Kyle arms and bike in some areas )...
... and grass - made by me with Susquatch . All other models and texturing made by peoples of Adventure - Publishing ( i joined to project on pretty early stages :( )
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  11 November 2002
How is KeyTrak.
What do you like about so much, Mike!
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  11 November 2002
Its a timeline dope sheet that allows keying and manipulation of whole character poses (nulls and bones). 'nuff said
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  11 November 2002
the ability to save an entire POSE is just great. Hands and bodies!
I love it. Where did it go?
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  11 November 2002
??? here as always: http://www.spatial-design.com

Mike
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