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dribbling on
About Truespace Archives
These pages are a copy of the official truespace forums prior to their removal somewhere around 2011.
They are retained here for archive purposes only.
dribbling on // Roundtable
Post by Burnart // Apr 23, 2008, 4:55pm
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Burnart
Total Posts: 839
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Currently I'm at work but my machine at home should be churning out 450 frames of dribble render for my current anim project - at approx 4 mins per frame - you do the math.
It occurred to me recently that I was just starting to spend more time in workspace and beginning to make a commitment to learning more about that environment, the LE etc when dribble first came out - since then I've been back in modelside. I've also been learning more about Motion Studio and some other plugins - unfortunately none of this new knowledge has any relevance to workspace.
I love dibble, I've worked through my frustrations with Motion Studio -mostly.
I'm interested in what workspace has to offer but I kind of feel to go back there is not going to build on the skills I've been learning on the modelside recently.
Ok all you workspace enthusiasts - convince me that my next little anim hobby project should be a workspace thing. What is it about the workspace that keeps you going back? |
Post by Jack Edwards // Apr 23, 2008, 5:06pm
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Jack Edwards
Total Posts: 4062
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I mainly do modeling, and for me the reasons for working in Workspace are pretty simple:
1.) The selection and PE tools are easier to use.
2.) It doesn't crash.
3.) I don't remember how to use model side anymore... :o
Hopefully, Simon will find time to move Dribble to Workspace after 7.6 is released. |
Post by Burnart // Apr 23, 2008, 5:36pm
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Burnart
Total Posts: 839
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I mainly do modeling, and for me the reasons for working in Workspace are pretty simple:
1.) The selection and PE tools are easier to use.
2.) It doesn't crash.
3.) I don't remember how to use model side anymore... :o
Hopefully, Simon will find time to move Dribble to Workspace after 7.6 is released.
Some modelling is about all I have used the workspace for over the past 6 months! I do like the mesh modelling tools and certainly look forward to the new ones in 7.6. Definitely a plus.
Maybe I'm having a mental block day and being at work I can't consult the program for reference so please remind me - what's PE? (Thanks and D'oh! in advance. :o )
Edit: the words "polygon editing" just slipped into my thoughts..... |
Post by transient // Apr 23, 2008, 6:44pm
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transient
Total Posts: 977
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I've just bought dribble and I'm loving with it. I'm currently using 6.6, and once I hopefully get my hands on the depak and the ck plugins I'll be happy for quite a while.
I can see why 7.5 appeals to some people, it appealed to me at first. But apart from being pretty it falls short of 6.6 (plus dribble, ppfx etc.), and other software I own, for me at least.
We'll see whether 7.6 will sell me on the virtual earth deal, but I doubt it. |
Post by W!ZARD // Apr 23, 2008, 8:54pm
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W!ZARD
Total Posts: 2603
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Currently I'm at work but my machine at home should be churning out 450 frames of dribble render for my current anim project - at approx 4 mins per frame - you do the math.
It occurred to me recently that I was just starting to spend more time in workspace and beginning to make a commitment to learning more about that environment, the LE etc when dribble first came out - since then I've been back in modelside. I've also been learning more about Motion Studio and some other plugins - unfortunately none of this new knowledge has any relevance to workspace.
I love dibble, I've worked through my frustrations with Motion Studio -mostly.
I'm interested in what workspace has to offer but I kind of feel to go back there is not going to build on the skills I've been learning on the modelside recently.
Ok all you workspace enthusiasts - convince me that my next little anim hobby project should be a workspace thing. What is it about the workspace that keeps you going back?
Dunno if this will convince you but for me the fact that I can render out a 450 frame animation at 4 seconds per frame (and probably faster on my new graphics card) is a HUGE incentive to use Workspace for anim work. Another bonus is the speed with which one cam build a skeleton and rig a character so quickly. Setting joint limits is so easy it feels sinful!! Third is the ability to use .bvh mocap files and just drag and drop them wherever you need them can all lead to a very much faster work-flow for animations.
Being able to render a full resolution anim sequence in a short time means it's easy to simply repeat the process if you need to adjust something.
Currently I'm doing a ten second animation in Vue 6 Pro Studio - it's going at around 9 minutes per frame and I've still got 25 hours to go. Rendering anims from workspace is simply so fast.
On the downside - no real-time reflections and no real-time volumetrics - for those effects I still use LightWorks renderer (although Dribble would do that too). So I tend to use both Workspace real-time rendering and Lightworks rendering depending on the scene requirements - I do all my animation, keyframing and physics sims using workspace - simply because it does it so well!
Final reason to climb the WorkSpace learning curve is that this is te way of the immediate future for tS - and tS 7.6, which can't be too far away, will have morphing and real-time cloth dynamics plus some optimised work flow improvements and bug fixes.
Re "I kind of feel to go back there is not going to build on the skills I've been learning on the model side " - once you know the principles of driving a car you can soon master the idiosyncrasies of a different car. Same with animating - many of the principles you learn from model side animation are directly applicable to workspace animation. It's even likely that learning Workspace animation will teach you more about model side anims!
Hope this helps |
Post by Emmanuel // Apr 23, 2008, 9:53pm
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Emmanuel
Total Posts: 439
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Learning modeler side workflows is not a wasted time since Workspace is not the future of 3D but a complementary way to show 3D content.
Depending on your objectives, you will model, paint and animate in Modeler or in Workspace. See them as 2 different and complementary programs bundled in one executable.
You may need to use some features from both, just like the way you may use Carrara for an hair project or Silo for organic modelling.
Here the main guide will be the rendering solution :
- If you plan to use the real-time renderer for interactive presentation or because of its fast render-to-disk feature, then you will use Workspace.
- If you want accurate control over your work (like architecture, or even character animation with MoStu), and plan to use Lightworks, VRay or Dribble, you will use Modeler. |
Post by splinters // Apr 24, 2008, 12:10am
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splinters
Total Posts: 4148
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I can see why 7.5 appeals to some people, it appealed to me at first. But apart from being pretty it falls short of 6.6...
Thanks very much...it does look good but Caligari do seem to be making decent progress at porting over workspace tools. I am not sure what to expect in 7.6 but, with the exception of Nurbs/curves and dribble support I am not missing too much now cloth and booleans have been announced.
Would love to see hair tools developed more and support for LW though. I simply cannot re-render all my content in Vray or VL...so I will always have to use workspace until LW moves over...if at all. |
Post by jayr // Apr 24, 2008, 12:38am
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jayr
Total Posts: 1074
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Would love to see hair tools developed more and support for LW though. I simply cannot re-render all my content in Vray or VL...so I will always have to use workspace until LW moves over...if at all.
Thats the one of the few things that keeps me from staying in the workspace all the time, not having lightworks to render to, having a choice in the workspace would be great. |
Post by Burnart // Apr 24, 2008, 9:11pm
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Burnart
Total Posts: 839
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I probably need to set myself a task that requires something workspace does that modelside can't. No doubt a wide choice. Any other suggestions? |
Post by Jack Edwards // Apr 25, 2008, 12:57am
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Jack Edwards
Total Posts: 4062
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Workspace is well suited to character modeling. You could enter the WIP and result in the MMC :D |
Post by spacekdet // Apr 25, 2008, 5:34am
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spacekdet
Total Posts: 1360
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(Lack of) NURBS/ Curves and the (in)ability to render with Lightworks were real showstoppers for me as far as Workspace was concerned.
Far, far more important than something like hair.
Until they show up, (along with a computer built in this millennium, ahem) I'm not budging off my beautiful 6.6.
This Post Is 98% Off-Topic. |
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