Thank you for showing the LOP networks, especially the simplified ones for illustration vs giant production ones (although the clean one you showed was very insightful too), really helps see how a single user or small shop can work in lops/ usd. I see others mention and was wondering if propotypes for each spider part was faster than using rigid parts and instance spider or if no dif?
Prototypes for each spider part allowed each spider to have truly unique animation, which was one of our requirements for proper ground contact. It was very performant for the number of spiders we used, with the largest scenes still running quickly
9:52 "The stuff that you want to change the most is last" Great to see they're not doing "multi-shot". You can't do 'the things you want to change most, last', with multi-shot. When the nerds ( affectionately ) and bean-counters can tell us how multi-animate, multi-model, multi-texture and multi-comp are really an improvement, then I'll be willing to do multi-shot lighting.
Can also use a Capture Correct with Limit Regions enabled to quickly get a rigid bind after a Joint Capture Biharmonic
Love this tip, in this case we were pulling some additional info about the bones from the second input but prly could have saved a few lines of vex 👍
I was wondering why Capture Packed Geo wasn't an option to get rigid transforms?
We were looking up additional info about the bones to reverse out the transforms for the prototype pieces but also a good tip for other situations 👍
@@blented thanks! Great talk by the way. Thanks for sharing all that info and tricks!
Thank you for showing the LOP networks, especially the simplified ones for illustration vs giant production ones (although the clean one you showed was very insightful too), really helps see how a single user or small shop can work in lops/ usd. I see others mention and was wondering if propotypes for each spider part was faster than using rigid parts and instance spider or if no dif?
Prototypes for each spider part allowed each spider to have truly unique animation, which was one of our requirements for proper ground contact.
It was very performant for the number of spiders we used, with the largest scenes still running quickly
9:52
"The stuff that you want to change the most is last"
Great to see they're not doing "multi-shot". You can't do 'the things you want to change most, last', with multi-shot.
When the nerds ( affectionately ) and bean-counters can tell us how multi-animate, multi-model, multi-texture and multi-comp are really an improvement, then I'll be willing to do multi-shot lighting.