Chronosculpt from Newtek

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Maximus
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Chronosculpt from Newtek

Post by Maximus » 23 Jul 2013, 17:34

this is quite nice...

https://www.youtube.com/watch?v=iskaa6krwzQ


Moderator edit: embedded the video - HB

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Hirazi Blue
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Re: Chronosculpt from Newtek

Post by Hirazi Blue » 23 Jul 2013, 17:39

Some words to go with the pretty pictures:
ChronoSculpt is a powerful new stand-alone application that revolutionizes working with animation and dynamic simulation cache files from any application by allowing you to use sculpting and transformation tools over time. ChronoSculpt also introduces a radical new geometry engine based on our “Hydra” technology which allows the deformation and manipulation of 8 to 10 million polygon objects with ease.

Using industry standard vertex cache files in Alembic, LightWave MDD, or Autodesk Geometry Cache formats you can easily paint out errors on your dynamic simulations or even completely change the look of a character either with layered sculpting “clips” in the timeline or globally to affect every frame in your cache animation.

ChronoSculpt also allows you to export any frame from your sculpt or deformation direclty to a LightWave endomorph or OBJ object file (for blend shapes in Autodesk Maya).

ChronoSculpt could potentially save you hours of work by allowing you to quickly make changes to the baked dynamic simualation cache files to address simulation jitter, soft body penetrations, or to remove stray simulation pieces and get the shot out the door.
(Quoted from here)
Stay safe, sane & healthy!

satyajit
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Re: Chronosculpt from Newtek

Post by satyajit » 23 Jul 2013, 18:42

SI users are doing this since ... Ages?

Still Secondary Shape Mode (cloned as chronosculpt) is way flexible than this. Fancy name though. I bet the dev who gave the name is a fan of Chrono Trigger!

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gustavoeb
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Re: Chronosculpt from Newtek

Post by gustavoeb » 23 Jul 2013, 19:17

Except for the lack of REAL sculpt like interaction that is...
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Mathaeus
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Re: Chronosculpt from Newtek

Post by Mathaeus » 23 Jul 2013, 20:32

well, Blender has exactly the same thing for about two years - which means about six or seven versions of this app. They call it "anisculpt". But it's somehow forgotten, these days.
There's interesting comment on this, on Modo forum - fifth post, 'hi I am..."

luceric
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Re: Chronosculpt from Newtek

Post by luceric » 23 Jul 2013, 22:07

For these tools to be great, it's all about the workflow, scalability and the playback performance, and big studios have created tools like this internally. It has to work like a rotoscopy workflow that streams the cache and not a heavy 3D app that's going to import everything to its own data format.

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Nizar
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Re: Chronosculpt from Newtek

Post by Nizar » 24 Jul 2013, 12:28

Another Lightwave news, Nevronmotion

http://www.youtube.com/watch?feature=pl ... xobk#at=18

Pancho
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Re: Chronosculpt from Newtek

Post by Pancho » 24 Jul 2013, 20:45

As this is a NT product i'm not worried that this will ever become something useful for production. Since 5.6 they pretty much fucked up everything they came up with. They promise to come up with the final 11.6 version in Q4. Bet it's going to be Q2 in 2014. Lol!

P.S.: Can anybody remember Ik Booster? Another useful LW plug in which never made it. : )

dirtydog
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Re: Chronosculpt from Newtek

Post by dirtydog » 25 Jul 2013, 16:03

Pancho wrote:As this is a NT product i'm not worried that this will ever become something useful for production. Since 5.6 they pretty much fucked up everything they came up with. They promise to come up with the final 11.6 version in Q4. Bet it's going to be Q2 in 2014. Lol!

P.S.: Can anybody remember Ik Booster? Another useful LW plug in which never made it. : )
Well the 11.6 pre-release is available to use NOW, although some functions may not be fully implemented like alembic. Lightwave is looking better every release and with the newly added chronosculpt and nevron motion plugin and perhaps more to come its only going to get stronger. Unlike Softimage it is getting updated and features added on a regular basis by listening to the customers and the upgrade method is only when they have a major release, which at the moment is going to be two years for me, which is very low cost and you get the whole release year to pay the upgrade.

As for IK booster, its still being utilized, more recently for importing mocap data onto a rig, of which there is a demo on you tube, if you would care to watch.

Lightwave 3d is now a separate division within Newtek and has to stand or fall on its own, and going by the last two years I think its going to make it. Also its good to see competition in the 3d market.

Bullit
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Re: Chronosculpt from Newtek

Post by Bullit » 02 Nov 2013, 11:42

Out, some nice interaction there.


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Re: Chronosculpt from Newtek

Post by OzAdi » 03 Nov 2013, 12:40

this reminded me of this tool from ages ago:

http://www.characteranimator.com/movies ... mation.wmv

it was never released, I emailed Bernard a number of years ago about this tool, he said he'll
might write a tutorial about how he built it.. but it never happened :(

I believe it's a lattice constrained to the camera, and the lattice also "cones" perfectly to the camera's cone,
so viewing it from the camera, it seems like a 2D grid..

Bullit
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Re: Chronosculpt from Newtek

Post by Bullit » 16 Nov 2013, 17:53

Review and correct cache animations and simulation errors in a variety of formats. LightWave 3D Group introduces a new approach to error correction in the animation pipeline with ChronoSculpt, a product that offers the ability to 3D sculpt over time. The software is used to review and correct cache animation and dynamic simulation errors, and works with a variety of software formats. Introduced earlier this year as a technology preview, ChronoSculpt is now a stand-alone product. LightWave says ChronoSculpt supports both soft- and rigid-body dynamics, and can correct and remove errors in real time by sculpting and deformimg polygonal models on the software’s timeline, without returning to the original software. Typical ChronoSculpt uses: Remove dynamic simulation errors, jitters, and sculpt deformations on cache files from 3D software programs; Deform and manipulate geometry over time with Sculpt, Drag, Pinch, and Erase tools; Move, scale and rotate geometry over time in dynamic simulation cache with tools such as Transform, Pin, and Bulge; Manipulate massive geometry files and edit objects as large as 10 million polygons; Utilize universal file formats, including Alembic, LWO, OBJ, LightWave MDD, and Autodesk Geometry Cache for integration into software pipelines; Save any frame from the ChronoSculpt timeline as an OBJ file for Maya Blend Shapes or as an Endomorph for LightWave to create facial morph targets and deformation effects; Use the ChronoSculpt Clip Timeline to adjust and reposition the length of a cache animation sculpt anywhere on the timeline or make global changes to the entire animation. Supported file formats include LightWave 3D; Autodesk 3ds Max, Maya, and XSI; Luxology Modo; and Maxon Cinema 4D.
- See more at: http://gfxspeak.com/2013/11/15/lightwav ... 9mKaI.dpuf

dirtydog
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Re: Chronosculpt from Newtek

Post by dirtydog » 16 Nov 2013, 18:52

Pancho wrote:As this is a NT product i'm not worried that this will ever become something useful for production. Since 5.6 they pretty much fucked up everything they came up with. They promise to come up with the final 11.6 version in Q4. Bet it's going to be Q2 in 2014. Lol!

P.S.: Can anybody remember Ik Booster? Another useful LW plug in which never made it. : )
Here is a new tutorial on IK BOOSTER.

http://www.youtube.com/watch?feature=player_embedded&v=rqjq3o31Pp0

Pooby
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Re: Chronosculpt from Newtek

Post by Pooby » 16 Nov 2013, 21:14

Chronosculpt is not doing anything but a simple world space vector offset, so if you corrected say a face with a sculpt, that correction would not work if the head rotated away from its original orientation. (I asked the developers)
It is good that it handles polygon counts well, but as for its mechanics, it is pretty much to what you could set up pretty easily with Softimage, shapes and goz/zbrush to sculpt.

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