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]

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