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Rigs,Morhs,Dynamic Hair Cloth ?
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Rigs,Morhs,Dynamic Hair Cloth ? // Roundtable
Post by RorrKonn // Nov 14, 2008, 1:50am
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RorrKonn
Total Posts: 43
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How good is 7.5 rigs ?
7.5 have morphs ?
Any chance TrueSpace will ever get Dynamic Hair Cloth ?
Can 7.5 1/2 a Tri ?
http://64.234.196.28/RK_Tutorial/RK_T_Mix_Sub-D_Tri-Quad.htm |
Post by frootee // Nov 14, 2008, 2:08am
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frootee
Total Posts: 2667
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hi Rorrkonn. Long time no see man! :)
7.6 is free; the rigs are good and will be better in 7.61 |
Post by robert // Nov 14, 2008, 9:23am
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robert
Total Posts: 609
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7.6 has morphs, quite an interesting system though I haven't used it extensively. As far as I can tell it can halve tri.
As for dynamic hair/cloth, I have no idea as I'm not part of Caligari staff, or even a beta tester. |
Post by RorrKonn // Nov 17, 2008, 10:49am
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RorrKonn
Total Posts: 43
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Ya it's been to long,
Long ways from tS5 to tS7.
tS7 crashes on me a lot.
What are the tips to make it stable ?
How do you export a .obj ? |
Post by frootee // Nov 17, 2008, 11:13am
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frootee
Total Posts: 2667
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yeah it has been too long man.
To export to OBJ, currently, you have to switch to Model side.
I think at least one plugin developer is working on an OBJ exporter; but I don't know for sure.
I may have to implement one for the plugin I am working on, though I am not sure if I will include textures in the export. Just depends really. I've been working on this thing for months and want to get it out the door. I have to draw the line somewhere as far as functionality is concerned :) |
Post by RorrKonn // Nov 17, 2008, 4:49pm
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RorrKonn
Total Posts: 43
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Could always
v1 import, export.obj mesh.
v2 import,export obj mesh & textures.
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Think I would like to use tS realtime and maybe some game render engines.
tS7.6 has to be stable enough to use.crashing every 10 minutes just can't use.
Half to be able to import .meshes in to tS.7.6 with maps and textures.
Can we do this in what format ? |
Post by Mr. 3d // Nov 17, 2008, 6:23pm
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Mr. 3d
Total Posts: 747
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Half to be able to import .meshes in to tS.7.6 with maps and textures.
Can we do this in what format ?
tS works in a .cob format.
Unfortunately, all different 3D modeler programs have there own separate file formats. So....if you want to transfer an object mesh from one program to another, you'll need a 3D object file converter.
With a .cob format:
Right click on the tS icon
click "open file location"
click "Library"
click "Objects"
Insert your new object mesh here / or you can create your own seperate file inside of your objects library and insert them there for better organization. |
Post by RorrKonn // Nov 18, 2008, 2:07am
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RorrKonn
Total Posts: 43
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ok I think if we use luuv http://www.pinacoderm.com/tsx/luuv/ for ts5.
I am rather sure that tS5.cobs will go to tS7, yes ? |
Post by TheWickedWitchOfTheWeb // Nov 18, 2008, 2:11am
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TheWickedWitchOfTheWeb
Total Posts: 858
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LUUV is included WITH tS now for the importing/exporting of OBJ file's via the model side. |
Post by TomG // Nov 18, 2008, 4:58am
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TomG
Total Posts: 3397
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tS7.6 has dynamic cloth that works with its real-time physics.
OBJs are imported / exported using LUUV, included with tS installs since tS6.6 (so still included with tS7.6) - works from the Model side. Older tS COB and SCN can also be loaded or saved from the Model side. Workspace side supports some new formats for export like COLLADA, and improved X format.
tS has vertex morphs, several sample videos out about that on the tS info pages. tS bones are now easy to use and light years ahead of the old tS6.6 bones (completely new code), they work on the workspace side.
For stability, could come down to specs, what are your machine specs? Could also come down to drivers, or to the bridge. Would need more details on the crashes and on your system to comment.
HTH!
Tom |
Post by RorrKonn // Nov 18, 2008, 10:12am
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RorrKonn
Total Posts: 43
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I know my specs are stone age, but ah, im poor,so we got to make these work.
back in the tS3,4,5 days we could turn settings down in tS and that wold make it more stable.i can't remember all those setting thou.
any sugestion on what,where to turn down in tS7.6 ?.
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32 bit
Celron 1.70ghz
1 gb RAM
wal mart boult nvidia GeForce 5500
think it has 128 ram
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the manual import,export part.obj don't think it said about luuv.
have not got to the new rigs yet but I do remember how fun they where in tS4,5. |
Post by frootee // Nov 18, 2008, 10:32am
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frootee
Total Posts: 2667
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well, I would say, turn off the Bridge completely (no 6.6 / Model side access): in upper right corner, select: Settings
Then, in the panel that opens, you will see: Bridge.
Just to the right of: Bridge, you will see a dropdown combo box. Select: Off
Also, 7.6 most likely will not run on Windows 2000. Windows XP and Vista only.
Not sure what else to recommend though.
Yes, the rigs in 4.3 and 5.x, with the exception of MotionStudio, were very difficult to work with. IK rigging is much easier in 7.6.
Froo |
Post by TheWickedWitchOfTheWeb // Nov 18, 2008, 3:37pm
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TheWickedWitchOfTheWeb
Total Posts: 858
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Under hardware settings turning the quality from 'Full Quality' down to DX7 with textures makes a massive difference. |
Post by RorrKonn // Nov 19, 2008, 1:59am
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RorrKonn
Total Posts: 43
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Thanks a lot for all the info.
For got to say I use XP.
We got tS7.6 to stabilize :), Not a fan of hotkey driven app's.
Seems there was a ts5 plug that would auto save ya work.
Is there a auto save every ??? minutes tool or plugs for tS7.6 ?
I lose all track of time when I 3D so I think to save every 12 hours,not good.
It's really cold here and my heat bill ,ouch.
Defiantly going to get a bigger 3D card.ASAP.
Sell cloths for V4, fry's at Mickey D's, something $ 90 get able.
Skipped chapters 1 thru 7, chapter 8, rigs look killer.
1 thru 7, on my to do list. basic knowledge might be helpful,huh,lol.
I am a real fan of real-time.
Think I will stay with game meshes.
Can not even guess how ya would do dynamic hair in real time.
Dynamic hair kills render times in any app,dynamic cloth also.
impressive to have real time dynamic cloth. |
Post by TomG // Nov 19, 2008, 2:32am
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TomG
Total Posts: 3397
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There was even a special at NewEgg not too long ago, with a mail in rebate that ended up making an 8600 of some sort being only $30.
HTH!
Tom |
Post by RorrKonn // Nov 21, 2008, 12:57am
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RorrKonn
Total Posts: 43
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I am RTM but a long ways from finished.
Why did we divide tS7.6 Workspace / Model up like Lightwave Layout / Modeler ?
Model Render buttons don't work ?
Never done real-time
But I take it workspace is real-time & we do not render ?
What about "View Navigation Controls" and all, guess you hide them some how ?
How does it save animations in real-time ?
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I think I have the form set to receive a email notification, but I do not get a email notification ?
When I click quick reply.
It reads click icon.
What icons ? |
Post by TomG // Nov 21, 2008, 5:07am
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TomG
Total Posts: 3397
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Workspace is the new tS7 code, Model is the old tS6.6 code embedded as a giant plugin (for preserving old plugin compatibility, and tools that are not yet on workspace side, such as NURBS).
You can't do an offline render from the workspace unless you have V-Ray installed. You can do a real-time render to file though. Different icon, so be sure to click the right one :)
The workspace does offline rendering with V-Ray. Or you can capture from the real-time render (what you see on screen) using the real-time render to file, which will also generate animations as well as stills.
Not sure what you mean about View Navigation Controls. The widget is still there in the workspace, same as there was one in the Model side. If you mean what happens during saving real-time render to file, the widget does not show up in the saved images, that's correct. This is one of the differences in using real-time render to file, and just doing a screen grab :)
It saves animations as a series of images, which you then composite into a finished animation (recommended practice even with an offline renderer).
Email notification is only for first reply to your post I believe, if it is functioning at all, not sure if it is.
Not sure on what you are asking in the last part, about clicking on icons. I never use quick reply anyway, I just use Reply.
HTH!
Tom |
Post by RorrKonn // Nov 22, 2008, 1:28am
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RorrKonn
Total Posts: 43
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Hate to keep asking question but there are some things we really need to know.
In the real-time render to file the Rigs / Handles, Camera / Lights show in the final .jpg render.
Can we hide Rigs / Handles, Camera / Lights for the final .jpg render ?
Can we attach a morph to a bone.
For example : when you bend a thigh bone it would morph the hip vertices to act right ?
Any renders / Videos around of human characters bent, mainly hips and shoulders ? |
Post by noko // Nov 24, 2008, 12:43am
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noko
Total Posts: 684
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Hate to keep asking question but there are some things we really need to know.
In the real-time render to file the Rigs / Handles, Camera / Lights show in the final .jpg render.
Can we hide Rigs / Handles, Camera / Lights for the final .jpg render ?
Can we attach a morph to a bone.
For example : when you bend a thigh bone it would morph the hip vertices to act right ?
Any renders / Videos around of human characters bent, mainly hips and shoulders ?
Each object can have a render attribute, including lights and rigs, normally you can render to file without seeing the lights. Access to the render attribute for a given object is easiest by using stack view (right panel with default layout) with the Setting tab selected. With object in focus (active), in the stack view setting you see a Scene panel, in this panel there is a Show Object Attribs button. Pressing this button will open up the object Render Attributes in the stack view. The Object Render Attributes have a number of options plus two aspects (Default and Advanced). There you can make object not cast shadows or receive shadows, show backfaces etc.. Recommend you take a little time and investigate this.
Spot lights are a hassel at times, you can turn them off also using the Stack view Settings tab under Desktop panel - advance aspect.
There is no direct link between bone and morph but it is easy to do in the animation editor since animations can be stacked and blended or passed through and combined. Really awesome there. I am sure with LE you maybe be able to come up with method for this but I've havn't tried.
Did recent video in which character kneels down and back up and with morphs, real time render using Workspace, compiled images into animation using Magic, link here:
http://forums1.caligari.com/truespace/showpost.php?p=85213&postcount=1 |
Post by RorrKonn // Nov 24, 2008, 1:20am
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RorrKonn
Total Posts: 43
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Noko : That was one killer video.
Did tS crash on you making that video ?
If so how many times ?
What is ya hardware specs ?
I am investagating every thing,as quickly as posable.
Did not want to spend weeks to realize there was some thing that would cause me not to be able to use tS.
To explain my skepticism, tS lost my trust in the tS5 days
But your Killer Video gives me hope for tS. |
Post by Steinie // Nov 24, 2008, 2:51am
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Steinie
Total Posts: 3667
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And...How did you put everything together in Movie Edit Pro Plus? Did you make an AVI first? Did you use it to sync the music? |
Post by noko // Nov 24, 2008, 9:47pm
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noko
Total Posts: 684
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Noko : That was one killer video.
Did tS crash on you making that video ?
If so how many times ?
What is ya hardware specs ?
I am investagating every thing,as quickly as posable.
Did not want to spend weeks to realize there was some thing that would cause me not to be able to use tS.
To explain my skepticism, tS lost my trust in the tS5 days
But your Killer Video gives me hope for tS.
Thanks RorrKonn! For me tS is rather stable and no problem rendering roughly 2000 frames straight through on that animation. I estimate about a second a frame, probably a little bit faster then that. My biggest problem comes from Nvidia drivers, lately they have become much much better and I don't have to reboot my machine to get my display back anymore. Now if you are working with the modeling side it has about the same reliability of yester years. For me Workspace works great, mixing modeler with Workspace I may have some problems though. If I work solely in WS, with bridge off, I've have worked for days without a crash. Now don't get me wrong, WS can still crash but for me it is actually kinda rare.
My hardware is an Overclock Intel Q6600 running at 3.1ghz with 8gb of ram using a Nvidia 8800 GTX (768mb of mem). I will be receiving, yet another Nvidia card, GeForce 260 216 this week to upgrade my graphics system. Quick note, I blew a 2gb stick of ram last night so I am now running 4gb of ram (over volting ram can have it's drawbacks :( ). Running tS in Vista 64 and hoping a future version of tS is 64 bit.
So what do you want to do RorrKonn with tS? Now to tell you the truth, I read most of your threads when you where here before, I wasn't to active then, more in the background and I definitiely missed your prospective when you moved on. |
Post by noko // Nov 24, 2008, 9:55pm
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noko
Total Posts: 684
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And...How did you put everything together in Movie Edit Pro Plus? Did you make an AVI first? Did you use it to sync the music?
Hi Steinie,
In Movie Edit Pro Plus I took the individual frames and compiled the animation, so no need to make a separate AVI. Yes everything was synched using it. What suprised me is that I could actually play through the video before compiling and get things how I wanted, it was able to read the individual frames at a good rate. I previously had version 12 which I had too many problems in Vista, Version 14 (still on trial version, 30 day full capability period) I am very impressed with it. |
Post by RorrKonn // Nov 25, 2008, 1:02am
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RorrKonn
Total Posts: 43
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So what do you want to do RorrKonn with tS? Now to tell you the truth, I read most of your threads when you where here before, I wasn't to active then, more in the background and I definitiely missed your prospective when you moved on.
Oh all I really want out of tS is a 2 hour movie that will kick Japanese Anime & Hollywood's mule.
But then again I have never been accused of living in reality,LOL.
One way I thought of doing this.
Stage 1
make some low polycount meshes.
this will take a long time.
Stage 2
once I get the Meshes made
publish some free and maybe sell some comics at Renderosity.
some change for the movie could not hurt.
Stage 1,2 are with in the realm of reality.
Stage 3
I know I am leaving reality here.
make the 2 hour long real-time movie.
sound,moving talking characters and all.
hopefully the comic will have some 3D fans that is willing to help with the movie. |
Post by Steinie // Nov 25, 2008, 2:38am
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Steinie
Total Posts: 3667
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Thanks Noko I think I'll look into this piece of Software for the future.
RorrKonn, have you tried to make a movie yet using trueSpace? If you haven't I would suggest starting very small (2 seconds small!) to test out the tools. Every Movie you make after that could increase in size and scope but the experience you gain will give you the solid foundation you'll need later.
I have a friend who used to make flip book animations. He also made the Genie for Walt Disney... |
Post by noko // Nov 25, 2008, 9:02am
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noko
Total Posts: 684
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I like the 2hr movie goal. My goal is a perfect minute, I believe once I can get a perfect minute, as in like a trailer or something with story, camera, lighting, acting, music etc. then one can make a movie. Plus 1 minute places one in the commercial market for advertising too. |
Post by RorrKonn // Nov 25, 2008, 10:56am
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RorrKonn
Total Posts: 43
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Made animations in a few app's, say ya just push play, LOL.
they all work more or less the same.
Getting a character to act with facial expressions and talking is one of the hardest
things I can think to animate. |
Post by noko // Nov 25, 2008, 2:11pm
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noko
Total Posts: 684
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Yes and Yes, plus what most people readily pick up on when not right or off. I think animation editor has taken some great leaps forward on this aspect with morph system. You can have a smile morph, frown, words all separate animation blocks. In AE you can then move them around and blend them for perfect timing or flexibility. Plus it works transparently with bone animation as well. One area I am investigating and having some success with. |
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