Messiah to Lightwave migration problem


#1

Hi all,

Just on a small speed bump on trying to implement my displacement map on my model with a .mdd file attached. Unfortunately in Lightwave 9.2, when I set the subdivision order to “first” my displacement map works great but now my motion is lost.

When I set subdivision order to “last”, my motion is active but now my displacement map will not work.

I have set the subdivision order to “after bones” and the displacement map and motion works but now the displacement deforms my geometry differently to the settings I applied within the node system in Lightwave.

Node system setup in Lightwave
[ol]
[li] Image node - image, mapping, Reference Object and UV map settings set correctly and is plugged into subtract node[/li][li]subtract node - B - set to 0.5 and is plugged into Mulitiply node[/li][li]multiply node - B - is set to 1.5 and is plugged into scale node[/li][li]spot node - is plugged into scale vector node[/li][li]scale (vector) node - this node is plugged into displacment input[/li][li]final input for displacement node[/li][/ol]
Anyone already been through this process to clue me in on whats the best options to go with?

To better explain what I am doing, I rigged and generated animation within Messiah, created my displacement map within ZBrush 3.1, then attempting to collide and integrate everything in Lightwave to render.

Any clues?

Thanks a bunch and Merry holidays.

Cypher


#2

What are you using to bring messiah in?

The messiah plugin?
PointOven?
Mdd?
Mdd node?


#3

Hey Julez!

Hope you dont mind me posting up your link at my website. Thanks for responding buddy, I have been using the .mdd file that was generated from Messiah.

I am using the MD_plugin under deform tab under the model’s properties.

Since I am going that route, the subdivision order has to be set to last in order to have the motion correspond in Lightwave 9.2. Only thing is, displacement maps wont work when SubDOrder is set to last, any hints?

I know about point-oven but anyother recommendations will be appreciated.

Cypher


#4

Try the node route–>

http://pagesperso-orange.fr/dpont/plugins/MDD_Pointer.html


#5

Thanks Julez!

I will try this plugin out later on tonight after work. I managed to apply the displacement map and maintain my motion generated from Messiah by setting the Sub D order to “after bones” in the item properties. My displacement does not come clear as if I were to set the Sub D order to “first” but it is coming along.

I will post up a response on this thread if I have problems.

Cheers!

Cypher


#6

Hi Julez,

 Sorry it took me a minute to respond due to holliday treatments.  I finally manage to tackle your approach. Saw how to initiate the mdd pointer through the node system only I have one question, how do you manage to add these nodes in on top of what is set in the node tree for displacement?
 
 In other words, how do I add the Scalar and MDD pointer nodes to the displacement node when I have Image, Subtract, Scale, Multiply, Spot nodes already attached the displacement input?
 
 Here is the images-
 
 
 [Node Snap_1](http://www.mediafire.com/imageview.php?quickkey=2smmzvztnox&thumb=4)
 
 
 [Node Snap_2](http://www.mediafire.com/imageview.php?quickkey=dyyptyhdmsk&thumb=4)


Oh and what subdivision order do you input under the deform tab of the object's properties?

…and for the record, I added in the MDD pointer node through the deform tab under the object’s properties by clicking on the “edit node” button.

Thanks!

 Cypher

#7

I dont think you can do this all in the node editor as what you want is first for the Mdd to be applied, then the object needs to be subdivided, then the displacement applied

I use the following technique.

use the mmd pointer node for the Mdd… set the Sudivisioin order of the nodal displacement to after morphs


then apply the displacement in the displacment area at the bottom using this

http://lynx.aspect-design.de/plugins/normal_displace_info.htm

You have to set the luminance centre to 50%


Set your object subd order to after bones… this sticks the subdividing between these 2 operations.

As far as I know, ( and I’m pretty certain) It’s the only way to combine mdd’s and displacment maps.


#8

Sounds good Pooby, only how do I see the motion in the timeline?

When I go to the edit nodes tab under the Deform tab under the object’s properties, I can see when changing a value of the scalar node shows a frame of what I got animated.

Depending on the value that is changed is when I see a still ‘pose’ of my animation.

How do I see the whole animation in Lightwave 9.2 when I press play or see the animation when I scroll the playheader?

If I have to “set play back mode to Local”, how do I implement that action?

Thanks for the help…what I got established so far is a hair off from victory.

Regards,

Cypher


#9

If you just want it to play back, dont plug anything into the ‘time’ input.

The mdd pointer is always in local mode

hope that helps


#10

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