take a look here : http://www.sodaplay.com
It would be great to be able to create a bone system like this in Lightwave.
You could create simple real time softbody simulations, collisions,
strange creatures, you name it.
best,
--
-------------------------------------------------------------------------
Ronald van Vemden
Cyberfish Laboratories - 3D animation & graphics - http://www.cyberfish.nl
Toonafish - 3D Characters - http://www.toonafish.nl
Keizersgracht 8
1015 CN Amsterdam
the Netherlands
Phone : +31 (0)20 5289291
I'm a structural numerical modeller who mucks about with lightwave for fun.
This little creature probably uses some kind of FE/matrix stiffness type
system which is actually quite easy to program. Unfortunately i only
program in c at the moment. If i ever learn to pragram for lightwave i
might give this a go.
Cool idea though.
"fish" <ron...@cyberfish.nl> wrote in message
news:3C7C97C4...@cyberfish.nl...
I believe all Lightwave plugins are coded in c/c++ not
counting Lscripts which are c-like as well.
Download the LW SDK and give it go or use the one on the CD.
Cheers,
JS
One of those things is GENSHADE... check out the website for more
information... what I gather it's a random surface genarator for Renderman.
Imagine how happy you would be if you could load a LightWave surface you
made in Layout and you wanted a few HUNDERED that were similar. That's what
GENSHADE does for Renderman and I'm wondering WHY can't that be done for
LightWave.
http://www.cinegrfx.com/genshade/
Now, I think anyone who knows more programing that me could find a way to
make this. Stand-alone... LightWave Layout plug-in... what ever. I would bet
my grandmothers farm that THIS would be a money maker for who ever made it
and I would finanace it's development if I had the money.
Talk to me... what do you think.
"CGS" <c...@stirlingc.freeserve.co.uk> wrote in message
news:dKqf8.3942$mV5.24...@news-text.cableinet.net...
dunk
"Renderking Fisk" <ecf...@earthlink.net> wrote in message
news:zQFf8.25858$0C1.2...@newsread1.prod.itd.earthlink.net...
As far as i can tell what happens is that you start with a texture that is
something like what you want. The program/plugin then mutates this texture
and produes 10 or 20 (whatever) slightly different, but similar, textures.
You then pick the ones you like and mutate these. You keep going like this
until you have the exact texture you want. I'm a big fan of these genetic
algorithms, you can start with anything you want and still end up with
exactly what you were looking for.
The technique is relatively simple and theoretically it wouldn't be too
difficult to do a similar thing in lightwave, if you know how to program
lightwave plugins. I'll find time to look into it one of these days.
But i think it is probably better if you learn and understand why textures
look the way they do so that you can create them yourself without the need
for an expensive and time consuming tool like GENSHADE.
Has anyone out there used GENSHADE, how does it work, is it any good?
"Renderking Fisk" <ecf...@earthlink.net> wrote in message
news:zQFf8.25858$0C1.2...@newsread1.prod.itd.earthlink.net...
> well, if we're on the 'most wanted feature' thread, then mine is to be able
> to save the undo history within a model file. how many times have i hit that
> 's' key and thought 'bugger'. if the model history was integral then you
> could just open it again! and s is surrounded by so many useful other hot
> keys...a, d, x, q...phew...dangerous =8)
What, are you selling hard drives????
--
Sincerely
C. BriZon
=========================================
Hades-Studios Ltd. opening soon(ish)
Freelance Biomechanic + Surrealist Artist
Co-Founder & Director of VFX : DarkICE fx
www.lexxpark.co.uk -- www.darkicefx.co.uk
Work: SMS +44 (0) 771 9859450 9am/5pm GMT
Home: SMS +44 (0) 786 6039358 5pm/9am GMT
Work mail: bri...@darkicefx.co.uk
Home mail: ch...@biomechanics.fsnet.co.uk
ICQ: 124947563 ------------ MSN: Lexxpark
=========================================
"Duncan Hewitt" <dun...@eurocom.int> wrote in message
news:ERCM559...@eurocom.co.uk...
--
Sincerely
C. BriZon
=========================================
Hades-Studios Ltd. opening soon(ish)
Freelance Biomechanic + Surrealist Artist
Co-Founder & Director of VFX : DarkICE fx
www.lexxpark.co.uk -- www.darkicefx.co.uk
Work: SMS +44 (0) 771 9859450 9am/5pm GMT
Home: SMS +44 (0) 786 6039358 5pm/9am GMT
Work mail: bri...@darkicefx.co.uk
Home mail: ch...@biomechanics.fsnet.co.uk
ICQ: 124947563 ------------ MSN: Lexxpark
=========================================
"CGS" <c...@stirlingc.freeserve.co.uk> wrote in message
news:t0Nf8.5428$WI1.32...@news-text.cableinet.net...
What you say: "But i think it is probably better if you learn and understand
why textures look the way they do so that you can create them yourself
without the need for an expensive and time consuming tool like GENSHADE."
Yea, 10-4 on that. I'm hip to what you're saying. I'm reading a book on
surfaces and textures from Amazon (Some light reading with a glass bourbon,
some index cards to take notes ) and spending a lot of time driving looking
at surfaces and picking them a part... you'll be reading in newspapers or
watching the national news about some fool in a VW-Beatle wearing an Fedora
caused a 30 car pile up north of Boston.
Everything you say... I totally agree. Regardless, buddy... I still want to
take the perfect surface I already made and mutate those so I won't keep
using the SAME perfect texture over and over again. I also would like to
just play with GENSHADE cause I like cool toys that make things I can use.
It's just a fun idea to play around with.
Renderking
"CGS" <c...@stirlingc.freeserve.co.uk> wrote in message
news:t0Nf8.5428$WI1.32...@news-text.cableinet.net...
http://www.vectorlounge.com/04_amsterdam/jam/wireframe.html
marko
www.rna.hr
i ain't a programmer but surely most of the info generated is based on
relatively simple mathematical equations in modeler? you wouldn't have to
save 20 versions of the model out to get 20 undos, just 20 of the last
functions you called and the mesh info which is saved anyway. a bit like
sartori's undos in comparison to photoshop's undos if we were talking bitmap
packages, and assuming you've heard of sartori =8)
dunk
"Seattle Eric" <spam...@spamknot.com> wrote in message
news:a5omdc$4vv$4...@216.39.143.81...
"Duncan Hewitt" <dun...@eurocom.int> wrote in message
news:ERCM566...@eurocom.co.uk...
ah well...best just to unassign the save key =8)
dunk
"CGS" <c...@stirlingc.freeserve.co.uk> wrote in message
news:9mMg8.9347$t36.58...@news-text.cableinet.net...
While we're on the subjects of cool shit for LW...
Scrap the bones system. It sucks. How about just making a series of
connected bezier splines inside the model(they could be drawn like in
Illustrator) that deform the object without hassle. Rotation points
could be dropped at key places...and each rotation point would have a
deformer with many parameters that covers the joint, which could
affect creasing and bulging in the right places.
No, I am not high. I don't think this should be a big deal, Newtek.
Mike
If fleshed out properly that could be a great animation system.
But you's have to up the spes of B-Splines. Maybe call them
G-Splines? ;-) Add positionable control nodes to the thing
that could have a variety of definable influences, effects, and
controls.
--
Just a note though: Newtek or thier officials /almost/ never
get into these discussions here.
The people who don't have to make it work usually don't
think it should be a big deal.
(;-D