Character Animation to Model Side and LightWorks

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Character Animation to Model Side and LightWorks // Tech Forum

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Post by Jimmer // Aug 6, 2008, 3:55am

Jimmer
Total Posts: 30
Can a "character" modeled, boned, rigged ect.. and key frame ANIMATED

in LAYOUT be imported into the Model side and rendered in LightWorks into

an animation file? (I assume yes). The "limits" are that once

in the Model Side you can not chage the model or any of its key frames?

Is this correct? If so, I assume you can STILL change camera angles

and lights in the "Model" side while not affecting the animated character

that was imported from "LAYOUT". Is this correct?

Can the texture maps on the character be changed in the Model side

without breaking the rigging ect..... built in the Layout side?

Thanks.... I use 6.6 with ShaderLab 2.4 and ShaderMagic so I

was wondering if these would work this way. Also, I assume if this

"WOULD" work that I would not be able to import back to LayOut with

the ShaderLab shaders on the Model. Correct?

Post by W!ZARD // Aug 6, 2008, 12:43pm

W!ZARD
Total Posts: 2603
pic
Yes - IIRC you can construct your animation in the Workspace Anim Editor.


You can then go model side and set your LW textures.


Then go to the model side LW render to file dialog with has a dropdown box allowing you to specify where the animation information is coming from- ie the Model side KFE or the workspace AE.


Note the OR in that last sentence - this works well but does have some limitations - you can only get your animation information from one source or the other. Which means you should animate your camera moves in Workspace AE (which is no great hardship!).


The only real drawback is that you cannot use animated LW materials (as these are only keyframable on the modelside KFE.


Hope this helps

Post by TomG // Aug 6, 2008, 12:53pm

TomG
Total Posts: 3397
You will be able to paint ShaderLab shaders onto your object in the Model side. These will be held in the object even if you go and do some work in the workspace. They won't render properly in the real-time view (or I should say they might, but its not guaranteed), nor will they render under V-Ray (or Virtualight for that matter, ShaderLab is Lightworks specific).


So you can create and rig workspace side, go Model side and paint with ShaderLab shaders, go workspace side and animate cameras and skeletons and lights, go Model side and hit render, choose workspace as the source for your animation data, and you'll get your animated characters with Lightworks (shaderlab in this case) shaders.


After rendering, you can just go back to working on the scene. The bridge has to be set to Auto (or On) for this to work - if you switch it off, you will need to manually switch it on and update one side from the other each time.


So there's no strict set of steps where your model is "frozen" when you work on it on one side. One thing not to do is take your mesh with skeleton and then Polygon Edit it on the Model side - this will destroy the workspace skeletons. So that sort of thing is a "no no" :) Other than that the workflow is quite flexible.


So it sounds like you should be able to achieve just what you want - animations using the new workspace bones system, but with shaderlab shaders.


HTH!

Tom
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