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johnar:
ENSONIQ5. gday m8. ;),
What you are describing does ring a few bells with me.
Not so much the 'later' replacing of 'better quality' characters for the sake of cutting immediate workflow, but for the sake of 'easier, faster, 'draft renders'.
ie: If Mickey was initially a very detailed high poly dude, placed into a really detailed scene, test renders could take hours, only to spot those 'tweeks' that are bound to be more obvious only once you've spent all day rendering. ::)
OK. For test renders, the scene can quite easilly be simplified, and a draft render can be done comparitively quickly.
But it would indeed be a great thing if the high poly charcter could be replaced with something a bit more basic, (stick figure), and that would share the exact same movements as the high poly figure would make in the 'final' render.
I've been playing with that idea for a while now, and it CAN be done.
The trick there is that your high poly and low poly characters need to share an identical rig.
If the rigs are identical, all keys, (sequence and scene), can translate to either figure, no matter what object is attached. (high poly or stickman).
I'm drifting a bit from your idea here, but the ability to use the same rig on different characters is something worth pursuing, because it can be a real time saver.
This basic idea has a lot of potential.
Another 'related' plan, is the use of morph targets.
If a character is well enough modelled, then by adding some fairly radical morph targets, the whole appearance of that character can be changed, yet the 'new' character can be used with all original sequences.
I'm starting to rave on a bit here. This is all quite far reaching, with a whole lot of potential possibilities.
Thanks for bringing it up. I'll keep at it, and one day we'll have some solid rules for swapping characters and keyframes.
Whew.. Better end here... ;)
Cheers ENSONIQ5.
cya. :)
lizeal93:
its simple. you take your full rigged character and you use melody or another such program to create a LOD model which you import and attach to the skeleton,( which must be an exact copy of the high poly skeleton, ie. same named bones and same bone limits.) then you can animate and render your lower poly one and when you are satisfied you can just attach your high poly one to the skeleton. and do a final render.
i'm sorry if i didn't explain that too well.
any questions?
johnar:
Hello lizeal93, :),
I understand what you're saying, mostly, but aren't familiar with LOD models.
Sounds ideal
Thing is, i'm 99% sureyou can already do it with anim8or on its own.
But hey man, if that works for you, then all i can really say is, "nice". ;)
Its probly me thats not explaining things very clearly. Sometimes if i 'quickly' drop into an internet cafe, i've gotta be carefull not to get into a rave, coz the clock is ticking, and i rush a bit, and then its not till thinking about it later that i realise what i said could've been explained better/differently.
anywho, Cheers for your input. :)
hihosilver:
Johnar, those words are something to live by. In other words I need to start following your advice there. A lot of people - including me- need to simply take the dive. Just get into it and develop what you can without worrying too much about perfection (being a perfectionist gets in my way.) So thanks for the words, I'll do my best to follow them!
ENSONIQ5:
Nicely put Hiho, that's exactly what I meant. There seems to be far more effort put into models than motion in most Anim8or animations I have seen, probably as a result of a top-down approach to animation (models > figures > sequences). Turning the workflow around and approaching the actual motion or animation first, with basic stick figures, would potentially allow more creativity in this area.
On the subject of how to rig basic models, my thought would be to create a stick figure Object and apply it to a bone structure in Figure mode that has all the joints and bones required by the final, yet-to-be-built model. Some thought would be given to how the final object might look so the stick figure is a reasonably good facsimile. Once the motion is defined and the final model(s) built, the stick figure object would be removed from the bone structure, and the new object applied to the existing figure. Bone lengths could be adjusted if necessary without effecting Sequence or Scene mode keyframes.
I am planning a figure-based animation at the moment, and I will definitely explore this back-to-front workflow concept in its construction.
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