Originally posted by hithet
but , i think u used messiah!
???
cool! you are great LW artist!
Could u like to write a tutorial that how to set up these bone in layout,if u agree i think all of Chinese LWer should be thank u very much!
do u agree?
Originally posted by hithet
but , i think u used messiah!
???
cool! you are great LW artist!
Could u like to write a tutorial that how to set up these bone in layout,if u agree i think all of Chinese LWer should be thank u very much!
do u agree?
Mike Rb,
I’m watching your demon rig (the blobby guy) and get my head around it, except for one thing. How are you moving the upper torso like you are? Is there Ik on your spine?
Excellent looking rigs all around!
Mike Rb >> VERY nice rigs!!
did u use any expression on it …
can share ur ideas??
thanks !!
again, well done!!!
I may be the newb to the party, but why do you need a low-rez mesh to animate to? If you’re using subpatches, can’t you just set the subdiv to 1 or 2 (or 0), then render at 5 or 6 (or whatever)?:curious:
Originally posted by ChrisBasken
I may be the newb to the party, but why do you need a low-rez mesh to animate to? If you’re using subpatches, can’t you just set the subdiv to 1 or 2 (or 0), then render at 5 or 6 (or whatever)?:curious:
The reason is that even with SubDs on the lowest Subdivision setting you might still be looking at hundreds of thousands of polys. The only way around it is to use low poly standins. This also applies to scenes with lots of characters. You have to plan ahead for this. I just use a low rez version that I chop up and parent to the bones directly. That way I can shut off all deformations and just animate. Its much faster to separate the animation part from the deformations part. If you think it sounds complicated read this thread about what people do in Maya.
Well… Maya is a pain to rig with. Fast to set up bones and IK, but a bitch to skin and keep track of stuff.
What they have that I would like though is wrap deformers.
basically a lattice, but it can be of any shape, for example your low poly animation objekt. Less vertices to weight, less time before you animate.
Originally posted by Tudor
Well… Maya is a pain to rig with. Fast to set up bones and IK, but a bitch to skin and keep track of stuff.
What they have that I would like though is wrap deformers.
basically a lattice, but it can be of any shape, for example your low poly animation objekt. Less vertices to weight, less time before you animate.
Ive seen MD used to simulate wrap deformers. Also, since using Ortho I dont bother with skelegons anymore or the workflow
that is dependant on them. I do it all in layout now. SOooo much nicer.
Well. If MD was realtime it would be nice. Not good enough as it is now I am afraid If you see it your way we already have lattices in LW.
And skelegons… tried it, cursed a bit, and went back to normal bones. I never use skelegons at all. Been using LW for such a long time now that I can do skeletons without any problem anyways
Originally posted by SplineGod
Ive seen MD used to simulate wrap deformers. Also, since using Ortho I dont bother with skelegons anymore or the workflow
that is dependant on them. I do it all in layout now. SOooo much nicer.![]()
Well Im defintely not a Maya Fan Boy (GO LW) … but this doesnt seem very complicated at all… actually seems very intuitive but then thats only my 2 cents.
Originally posted by Kid Mesh
[B]Well Im defintely not a Maya Fan Boy (GO LW) … but this doesnt seem very complicated at all… actually seems very intuitive but then thats only my 2 cents.
I guess it depends partially on how deep into the program a person has to go. Beyond a certain level it gets messy.
Well if your reffering to Maya I would tend to agree since its work flow from what I have seen reminds me of Max in a funny sort of way. And if thats the case… Using Max with out character studio, rigging would leave one…lets say / BrainDead /.
I spent countless days and nights trying to get rigs to work properly in Max and damn near brought myself to tears.
Not saying that LW is a cakewalk but compared to what I have been exposed too…LW is a breath of fresh air in that area. And I wished I would have started with it first.
unbelieveable, only using bone in ik on spine can create this marvelous animation setting…
how the hell u got this utilise full of ur brain cell creature here…
make me to shout it out loud… YOU GREAT MIKE.
Here’s a rig i’ve been working with for a character, its actually the first-real-seriuos-rig i’ve done up to this date.
I’d love some feedback and C&C from those of you who’re experienced with character animation and rigs
I think the images speaks for themself…
Thanks .,. but why convert to ACS4? i do know what ACS4 is, but im not sure as to why i should convert it?
I don’t mean to change the subject, but how do you pros set up your rigs for nice shoulder deformation or, maybe even more difficult, shoulder animation. If you use IK on the arms, do you keyframe the “shoulder connector bone” to make the character raise his shoulders as weel as his arms or do you just let it be controlled by IK applying a higher stiffness value to it?
If you use FK on the arms I guess theres not much hassle…
And another thing… How many bones do you set up in the shoulder area?
I seem to remember a very nice tutorial about this, but I can’t find it…
Any help highly appreciated!
ps. Incredibly nice demos at Siggraph, Proton, Deuce and SplineGod! And thanks a lot for streaming them!
http://www.steelronin.com/index.php?page=downloads&content=rigging
pixelranger as far as motion this is the IK setup I came up with at least for a game rig. With LW multigoal IK you can create some nice arm IK but it can be a struggle to get it right… A lot of top animator dont like IK for arms. With good reason it can look like crap. This setup seems to get rid of a lot of the crap IK feel with a lot of freedom of movement. Even if it does take a little getting used to.
As far as deformation joint position is Very important. good luck
Scott
Originally posted by Mike RB
[B]This is what I used:http://forum.lwhub.com/attachment.php?s=&postid=327
Mike [/B]
This is an attachment.php, how does this work ? it’s not a lightwave sene…