Hi again. I've updated the compound to have more options per null, like I said.
https://vimeo.com/86603483 Cheers On Tue, Jan 21, 2014 at 5:00 PM, Tiago Craft <craft....@gmail.com> wrote: > Cool. > One interesting solution too would be to use meshes instead of nulls. we > used that in production and it worked quite nice for body parts, but it > surely lacked the speed and procedural behaviour of your solution, which > works better for face deformers. > > Heat algorithms tend to be very usefull too, in situations where the mesh > folds a lot. > > > ( hey Pedro!! que fixe que continuas cheio de ideias :) ) > > > 2014/1/21 Marco Peixoto <mpe...@gmail.com> > >> Interesting, tks for sharing Pedro >> >> >> On Tue, Jan 21, 2014 at 12:06 AM, pedro santos <probi...@gmail.com>wrote: >> >>> This was the solution I came up with. Still refining it to have more >>> options per null but already using it in production. >>> >>> Cheers >>> >>> https://vimeo.com/84025815 >>> >>> >>> On Mon, Jan 6, 2014 at 10:15 PM, Manny Papamanos < >>> manny.papama...@autodesk.com> wrote: >>> >>>> Perhaps deform by volume? >>>> This doesn't deal with weight though but can be flexible since you can >>>> interactively mod the radius on the volume deformers. >>>> >>>> >>>> Manny Papamanos >>>> Product Support Specialist >>>> Americas Frontline Technical Support >>>> >>>> >>>> From: softimage-boun...@listproc.autodesk.com [mailto: >>>> softimage-boun...@listproc.autodesk.com] On Behalf Of pedro santos >>>> Sent: Monday, January 06, 2014 4:45 PM >>>> To: softimage@listproc.autodesk.com >>>> Subject: Envelopes, Weights, Deformers and setting them up. >>>> >>>> Hi >>>> We use Species here for ease and speed. So the head and jaw have their >>>> deformers, and the facial expressions are done through Shapes on a FaceRig >>>> panel. For some time now the animator wants some additional Facial controls >>>> so he isn't restricted by the range of the shapes. And he wants something >>>> that does not turn into a cumbersome task given the revisions/iterations >>>> over an asset. I'm fairly new to Softimage and these were the approaches I >>>> went about: >>>> >>>> >>>> Doritos >>>> I had it setup, just one thing that is dragging the process; Envelopes >>>> are generated by distance but there's always normalization. So if I want >>>> them to just have a straight spherical falloff into black I can't. Or even >>>> to falloff into another dummy null weight, I can't. So I had to paint, >>>> around the ears, on the top of the head and sides, neck, etc. I was trying >>>> to minimize paitings so iterations on a model's rig can be faster. >>>> I could put an inplicit per Derformer set on Bounding Volume > Limit. >>>> But it's an abrupt cut off. >>>> >>>> >>>> Deform by Spine >>>> Creates the falloff I want from the curve. I like the "drawn" >>>> deformations it does on mouth and eyes. I do an operator per curve, since >>>> the combined weights of several curves seems wonky. The downside seems to >>>> be that I can't transfer them with GATOR. How would you come about to >>>> transfer Deform by Spine between objects to save time? >>>> >>>> >>>> General Concerns. >>>> I come from Lightwave and Envelopes to me seem to be like a box of >>>> weights that are usually normalized. I see that deformers like Cage, Spine >>>> also generate such box of weights, but they don't seem to be handled as >>>> envelopes. >>>> How flexible and manipulated can be weights and the underlying >>>> connections of Softimage between the mesh object, the weight, the control >>>> null and the deforming operator?? Seems to me that such weights don't exist >>>> without the deformers. >>>> >>>> >>>> This Image< >>>> https://dl.dropboxusercontent.com/u/143766132/Forums/SI-Community/WeightMapsDeform.png> >>>> illustrates what I'me trying to do. >>>> >>>> Cheers >>>> probiner >>>> >>> >>> >>> >>> -- >>> [img] >>> http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img] >>> >> >> > -- [img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]