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Rebel Hill • View topic - RHiggit FAQs

Rebel Hill

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 Post subject: RHiggit FAQs
PostPosted: Fri Aug 06, 2010 10:43 am 
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Q1. Does this work with [Platform/LW version here]?
A - Yes! RHiggit is based on plain ol LScript, so is entirely platform indepndent, and native to LightWave (Versions 9.6 and higher), meaning it will work just fine with any installation. Different releases of LW itself occasionally get bugs, none of which break RHiggit proper, but which do cause varying small issues or annoyances here and there in its operation. The following list are the LW versions under which RHiggit functions perfectly.

9.6 (Win/Mac)
9.6.1 (Windows only)
10.0 (Windows only)
10.1 (Win/Mac)
11.0.1/2/3 (Win/Mac)

Q2. Do you show the full setup, how to match things into different characters, setup the morphs and everything?
A - Yes of course. Everything you could want or need to know about using this system is included. Of course, they are just plain LW rigs at the end of it, which can be extended and altered in a myriad of different ways, far beyond the scope of RHiggit's own instructions. In this case my RHR tutorial series makes an excellent accompaniment to RHiggit.

Q3. Is there a downloadable manual or are there just video tutorials?
A - There's both... The manual covers all the technical ins and outs and lists all the necessary weights/morfs, etc for easy reference. The other side to using RHiggit is more conceptual, where to place markers, how to fit the rig to your characters shape, and so forth, plus of course all the different options and ways to work with the rigs for animation. For additional video content to help you get the most out of the tools in this respect, or to check out more details about what's available with RHiggit, make sure to stop by my YT channel... http://www.youtube.com/user/RHLW

Q4. Will this work with multiple characters in a scene?
A - It depends exactly which aspect of multiple characters you're wondering about. If you mean, can you load multiple rigged characters into a scene, if rigged with this, yes of course, just use load from scene (once you've renamed the rigs of course to prevent name conflicts). If you are asking about performance, then the truth is that LW9.6 has lost some interaction performance in ALL rigs over 9.0, and having multiple rigs of any fashion starts to slow your scene down very quickly the more characters you have. There are however included in RHiggit tools, and tips for optimising your characters as much as possible to get the best possible performance out of them in LW, which will help when you have multiple characters in a scene. You will also find that LW 10.1 improves rig interactivity by 10-20% over 9.6, and 11 is faster again, so you wil get better performance the higher your version. But again, be sure to look through the videos on my YT channel for additional tips and tutorials on working with character rigs, optimisation, proxies, and the like for getting best performance.

Q5. Will the rigs also work with Motion Mixer or IKBoost in LW?
As pointed out in the deom video, the FBX rigs can be used with IKB for actual hand animation using that system. The hand animation rigs however won't work with it since IKB won't work with items using motion controllers or constraints/switches. The exception here is the "basic" version rigs, which having no switching, can use IKB on their FK control items, and IK goal items for keying, and key management, dopesheet, etc, though ofc the IK features of IKB aren't driving the rig itself. The story is much the same for motion mixer... The FBX rigs are fine, but hand animation ones are trickier. For hand animation rigs using IK, you need to bake all animation back down onto the FK items, MentalFish MotionBaker is great for this... and switch off IK. This FK set can now become your actor, and be used in MM. The other thing you can do, with both systems, is to instead bake the motions on the deform rig, and use that joint set as your actor selection... Select all bones in the deform rig, MFMB again, then you can delete the control rig, leaving you with full FK keys on the bones themselves, these can then be used with MM or IKB.


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