Oi Tiago
Há uns tempos fui ao teu site para ver o que andavas a fazer mas estava em
baixo.
Sempre foste para a Austrália?

Eu tou pela Illusive mas cheio de vontade de bazar para algum lado mais
interessante.

No processo também pensei no que sugeriste de usar geomatria, NURBS, para
calcular os weights mas acabei por me ficar pelo mais simples.

Pah eu tento sempre implementar ideias que tenho e no Softimage o caixote
de ferramentas é consideravelmente maior e mais interessante. Ainda me
lembro quando me falaste pra mudar pra XSI ;)

Cumps
Pedro Alpiarça dos Santos


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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