Re: maya uv tool broken?

2014-09-07 Thread Martin
Speaking about Maya weird bugs and possible drivers issues, is it normal that 
the split tool and interactive split tool sometimes just don't create some 
edges I'm drawing? I'm working with 2013 and while the old split tool is more 
reliable, even with its snap not snapping, it still buggy.

Martin
Sent from my iPhone

 On 2014/09/07, at 11:21, Raffaele Fragapane raffsxsil...@googlemail.com 
 wrote:
 
 As for all those issues, can't say I've had them, and we've been working on 
 multimillion LIDAR scans for weeks. Sounds like busted graphic drivers to be 
 honest.
 Selection is wonky, has always been compared to xsi's excellent and 
 streamlined model, but it's not random or unpredictable, just laborious.
 
 On 6 Sep 2014 22:43, Manuel Huertas Marchena lito...@hotmail.com wrote:
 @Raffaele, I never assume anything is crap just by default. That being said 
 I ve been experiencing tons of small anoying bugs this last week
 using maya (besides the uvtool) while doing modeling on a very highres 
 asset. (ex: viewport goes suddenly completely black.. then comes back after 
 a while
 and keeps doing it repeatedly,  All of the wires in my objects suddenly 
 change color when going in/out isolate mode, maya constantly crashes 
 combining meshes,
 edge selection issues (maya was keeping some edges selected although I 
 deselect them and changed component mode, also It was not selecting some 
 edges although having click onto (this happened rarely but still!) and some 
 other stuff like that (btw, I tried a similar mesh in xsi without any of 
 these issues).
 
 That without mentioning workflow compared with xsi... but well that I 
 understand is personal preference.  So yes, I was not in the best mood, when 
 I tried the uvtool yesterday.
 And it was good to know that at least it was not working correctly because 
 of the service pack not being installed yet.
 
 So far I can say that my modeling workflow is 90% similar to xsi ( I have 
 almost everything mapped to hotkeys and tend to rarely use the shelf 
 buttons/hotbox at least for modeling, hotkeys do similar operations in both 
 maya and xsi in my setup) but I have the impression that the tools are not 
 well implemented, example the modeling toolkit. Why does maya need two 
 modeling
 workflows?  ex: you have the regular extrude and also the modeling toolkit 
 extrude tool...! (I mostly use the mod kit tool tools) so yes tools are 
 there, but I feel it is a bit convoluted the way
 they are implemented.  ex: some colleagues were not aware of the modeling 
 kit tool operations and used legacy ones, although there are tons of good 
 stuff in the modeling toolkit (dR_...), but because its a bit under the 
 hood it might not be obvious.
 
 Also about the uvtool  why does this tool needs to be a downloadable 
 bonus tool? why is not a default method?
 In any case, I look forward to improve my experience with maya. I am not a 
 software fanboy at all and understand this are just tools in the end. But 
 surely its a bit hard to hold back on comparing having used xsi previously :)
 
  btw, yeah is good to know about the tension display and shell management, I 
 ll definitely will take a look on that, thanks!
 
 cheers
 
 
 
 -Manuel
 
 
 
 IMDB | Portfolio | Vimeo | Linkedin
 
 
 Date: Sat, 6 Sep 2014 12:57:37 +1000
 Subject: Re: maya uv tool broken?
 From: raffsxsil...@googlemail.com
 To: softimage@listproc.autodesk.com
 
 Unwrapping UVs in Maya 2015 is one of the very rare things where I find Maya 
 to actually be better than most stuff out there that isn't strictly UV 
 centric (and the UI isn't a throwback to the early 90s SGI like UVL's).
 
 Unfolding works as well as it did in Soft, like Luke said, but on top you 
 have tension display and better shell management.
 Worth a shot instead of resisting it and assuming it's crap by default.
 
 
 On Sat, Sep 6, 2014 at 7:50 AM, Manuel Huertas Marchena 
 lito...@hotmail.com wrote:
 sp1 was not installed yet indeed!! thanks for the help
 
 
 From: cgc...@gmail.com
 Date: Fri, 5 Sep 2014 22:37:49 +0100
 Subject: Re: maya uv tool broken?
 To: softimage@listproc.autodesk.com
 
 
 Thanks I will look into it, it seems to be a new feature:
 
 http://knowledge.autodesk.com/support/maya/getting-started/caas/CloudHelp/cloudhelp/2015/ENU/MayaLT/files/GUID-9369F620-55E2-4FF8-906F-88606633B670-htm.html
 
 
 On 5 September 2014 21:47, Luc-Eric Rousseau luceri...@gmail.com wrote:
 On Fri, Sep 5, 2014 at 4:26 PM, Cristobal Infante cgc...@gmail.com wrote:
  Hi Luc-Eric,
 
  Was having a goodl ook at the Maya UV editor today and it seems pretty 
  good.
  The only thing I didn't manage to do was to tear off polygons.. Is this
  possible? I do this all the time in Soft!
 
 Hello, I'm not a UV editor user in either apps, but if you mean the
 tearing mode toggle in Softimage, there isn't a mode in Maya for
 that. You would select polygon and then Create UV Shell. It also sets
 the selection mode to Shell, so you can move it immediately.  

Re: maya uv tool broken?

2014-09-07 Thread Raffaele Fragapane
Honestly, I'd have to see it to figure it out.
I have had general wonkyness here and there, the uncomfortable click and
key combinations and stuff it uses can make for some odd interaction in my
experience, but usually it's just that uncomfortable, not random.

A couple colleagues around me, who've never used anything other than Maya,
had more or less the same experience, but tended to attribute it to
randomness, until I took them over what the behaviour actually is in what
conditions, and they eventually got over it and got used to the MTK in
2014/15 (some changes between the two).

Pre-2014 though I can't help you, I'd rather chew on broken glass and
infected syringes than model something in Maya 2013 or prior.


On Sun, Sep 7, 2014 at 4:05 PM, Martin furik...@gmail.com wrote:

 Speaking about Maya weird bugs and possible drivers issues, is it normal
 that the split tool and interactive split tool sometimes just don't create
 some edges I'm drawing? I'm working with 2013 and while the old split tool
 is more reliable, even with its snap not snapping, it still buggy.

 Martin
 Sent from my iPhone




Re: maya uv tool broken?

2014-09-07 Thread Graham Bell
Personally I never really got on with the interactive split tool when it was 
added, and would always revert back to the original Split Poly.
I’m really liking the updated Multi-Cit tool in 2015 though, which combines a 
few features, including those two.

G


From: raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Sunday, 7 September 2014 07:26
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: maya uv tool broken?

Honestly, I'd have to see it to figure it out.
I have had general wonkyness here and there, the uncomfortable click and key 
combinations and stuff it uses can make for some odd interaction in my 
experience, but usually it's just that uncomfortable, not random.

A couple colleagues around me, who've never used anything other than Maya, had 
more or less the same experience, but tended to attribute it to randomness, 
until I took them over what the behaviour actually is in what conditions, and 
they eventually got over it and got used to the MTK in 2014/15 (some changes 
between the two).

Pre-2014 though I can't help you, I'd rather chew on broken glass and infected 
syringes than model something in Maya 2013 or prior.


On Sun, Sep 7, 2014 at 4:05 PM, Martin 
furik...@gmail.commailto:furik...@gmail.com wrote:
Speaking about Maya weird bugs and possible drivers issues, is it normal that 
the split tool and interactive split tool sometimes just don't create some 
edges I'm drawing? I'm working with 2013 and while the old split tool is more 
reliable, even with its snap not snapping, it still buggy.

Martin
Sent from my iPhone

attachment: winmail.dat

Re: Delta Mush ICE

2014-09-07 Thread Sebastien Sterling
Looks cool ! is this all in Ice ? or does it require another mesh to be
smoothed out ?


On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com wrote:

 Hello,

 I would like to share with you my Delta Mush ICE compounds (Or what I
 guess delta mush is :P). I am pretty sure is not the best implementation of
 Delta Mush (due my null maths skills ) but it is working kind of OK.  (Very
 slow that is true  )

 This version is using a simple average neighbours smoothing (I think this
 is a uniform Laplacian), without any weighted average. That means that can
 cause smoothing artifacts if the mesh have big differences between the
 smallest and biggest  polygons. This artifacts normally show up with higher
 mush iterations.

 One little trick that I found is apply a relax before apply Delta Mush.
  So this uniform a little the size of the polygons

 Also I found Delta mush is very impressive when you only have 1 deformer x
 Point. is like Voodoo magic ;)

 Regarding experiments and errors, If the smoothing at origin is different
 that the smoothing in the final, you can control how much the detail is
 washout or exaggerate. I call it the body-builder effect.

 https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar

 I hope you like it!

 if you have any improvement or smoothing  algorithm, please share it :)

 Cheers,
 Miquel

 PS: you need to activate the delta mush in the sample scene. Check the
 Second ICE tree in the animation stack.
 PS2: Eddy share your OCD compounds, we want it!! ;)


 

 Miquel Campos
 www.miquelTD.com




Re: Delta Mush ICE

2014-09-07 Thread Miquel Campos
100% ICE




Miquel Campos
www.miquelTD.com



On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling 
sebastien.sterl...@gmail.com wrote:

 Looks cool ! is this all in Ice ? or does it require another mesh to be
 smoothed out ?


 On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com wrote:

 Hello,

 I would like to share with you my Delta Mush ICE compounds (Or what I
 guess delta mush is :P). I am pretty sure is not the best implementation of
 Delta Mush (due my null maths skills ) but it is working kind of OK.  (Very
 slow that is true  )

 This version is using a simple average neighbours smoothing (I think this
 is a uniform Laplacian), without any weighted average. That means that can
 cause smoothing artifacts if the mesh have big differences between the
 smallest and biggest  polygons. This artifacts normally show up with higher
 mush iterations.

 One little trick that I found is apply a relax before apply Delta Mush.
  So this uniform a little the size of the polygons

 Also I found Delta mush is very impressive when you only have 1 deformer
 x Point. is like Voodoo magic ;)

 Regarding experiments and errors, If the smoothing at origin is different
 that the smoothing in the final, you can control how much the detail is
 washout or exaggerate. I call it the body-builder effect.

 https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar

 I hope you like it!

 if you have any improvement or smoothing  algorithm, please share it :)

 Cheers,
 Miquel

 PS: you need to activate the delta mush in the sample scene. Check the
 Second ICE tree in the animation stack.
 PS2: Eddy share your OCD compounds, we want it!! ;)


 

 Miquel Campos
 www.miquelTD.com





Re: maya uv tool broken?

2014-09-07 Thread Martin
The only thing I like about the interactive tool is it's snapping working 
correctly, but it's main feature, drawing edges, doesn't do it well. It happens 
specially when I'm drawing lots of edges before right clicking. And drawing 
edges on polygons (not over edges) works 1 of 10. 9 times it does something 
totally unpredictable.

The old split one is a little more reliable.

What we though was a basic tool in XSI, was actually an awesomely good tool 
that Maya couldn't match until the mtk versions.

Sadly, for us, Maya 2013 is still very used here. I've always modeled in 
Softimage before sending it to Maya but lately I'm trying to do it all in Maya. 
I wish Autodesk had killed Softimage when 2014 was the minimum standard version.

Martin
Sent from my iPhone

 On 2014/09/07, at 20:55, Graham Bell graham.b...@autodesk.com wrote:
 
 Personally I never really got on with the interactive split tool when it was 
 added, and would always revert back to the original Split Poly.
 I’m really liking the updated Multi-Cit tool in 2015 though, which combines a 
 few features, including those two.
 
 G
 
 
 From: raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com 
 raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
 Reply-To: 
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Date: Sunday, 7 September 2014 07:26
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 Subject: Re: maya uv tool broken?
 
 Honestly, I'd have to see it to figure it out.
 I have had general wonkyness here and there, the uncomfortable click and key 
 combinations and stuff it uses can make for some odd interaction in my 
 experience, but usually it's just that uncomfortable, not random.
 
 A couple colleagues around me, who've never used anything other than Maya, 
 had more or less the same experience, but tended to attribute it to 
 randomness, until I took them over what the behaviour actually is in what 
 conditions, and they eventually got over it and got used to the MTK in 
 2014/15 (some changes between the two).
 
 Pre-2014 though I can't help you, I'd rather chew on broken glass and 
 infected syringes than model something in Maya 2013 or prior.
 
 
 On Sun, Sep 7, 2014 at 4:05 PM, Martin 
 furik...@gmail.commailto:furik...@gmail.com wrote:
 Speaking about Maya weird bugs and possible drivers issues, is it normal that 
 the split tool and interactive split tool sometimes just don't create some 
 edges I'm drawing? I'm working with 2013 and while the old split tool is more 
 reliable, even with its snap not snapping, it still buggy.
 
 Martin
 Sent from my iPhone
 
 winmail.dat



Re: Delta Mush ICE

2014-09-07 Thread Jason S

  
  
What I dont understand is, how does it
  smooth-out the visible yanks in the mesh, but while not also
  shoothing-out the nose for example? does it use the base static
  mesh shape or?
  
  nevertheless, 100% nice! :)
  
  
  On 09/07/14 9:19, Miquel Campos wrote:


  100% ICE
  

  




Miquel Campos
www.miquelTD.com

  
  

  



On Sun, Sep 7, 2014 at 10:12 PM,
  Sebastien Sterling sebastien.sterl...@gmail.com
  wrote:
  
Looks cool ! is this all in Ice ? or does it
  require another mesh to be smoothed out ?


  

  
  On 7 September 2014 05:14,
Miquel Campos miquel.cam...@gmail.com
wrote:

  Hello,


I would like to share with you my Delta
  Mush ICE compounds (Or what I guess delta mush
  is :P). I am pretty sure is not the best
  implementation of Delta Mush (due my null
  maths skills ) but it is working kind of OK.
   (Very slow that is true  )


This version is using a simple average
  neighbours smoothing (I think this is a
  uniform Laplacian), without any weighted
  average. That means that can cause smoothing
  artifacts if the mesh have big differences
  between the smallest and biggest  polygons.
  This artifacts normally show up with higher
  mush iterations.


One little trick that I found is apply a
  relax before apply Delta Mush.  So this
  uniform a little the size of the polygons


Also I found Delta mush is very impressive
  when you only have 1 deformer x Point. is like
  Voodoo magic ;)


Regarding experiments and errors, If the
  smoothing at origin is different that the
  smoothing in the final, you can control how
  much the detail is washout or exaggerate. I
  call it the body-builder effect.


https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar



I hope you like it! 


if you have any improvement or smoothing
   algorithm, please share it :)


Cheers,
Miquel 


PS: you need to activate the delta mush in
  the sample scene. Check the Second ICE tree in
  the animation stack.
PS2: Eddy share your OCD compounds, we want
  it!! ;)


  

  
  

  
  Miquel Campos
  www.miquelTD.com
  


  

  

  

  
  

  

  


  


  



Re: Delta Mush ICE

2014-09-07 Thread Raffaele Fragapane
Delta mush isn't a smooth di per se', it's a binding state trick.
You smooth a mesh and save the delta of points from full detail to smooth
in the bind pose, you then deform and smooth out the full mesh, and lastly
re-apply the deltas back on the deformed smooth mesh to reinstate the high
frequency detail and irregularities.

A basic implementation like that is quite simple actually, and that's why
it's kinda brilliant.

It's pretty easy to do with OOTB XSI actually if you use ICE to apply
shapes after the envelope, or use ICE to skin things in the modelling stack.

Take mesh, smooth it, shape animate from smooth to HR with shapes set to
local (it will use the local reference frame of each point).
Then apply your skinning, and apply a smooth deformer on top. Lastly apply
the local shape through ICE to recomputed point framesets.
The reference frameset is trivial, Y is the normal, X or Z is the first
edge projected on the normal's plane, the last axis is the cross product of
the two.
You also have ICE facilities for that, I believe, and if they match the
same system used by local shapes they should just work.

If you instead do the skinning in ICE in the modelling stack, then you have
even less work to do, as you can use local shapes OOTB (they are meant to
preserve local transforms in shape with something live going on in the
modelling stack).


On Mon, Sep 8, 2014 at 6:28 AM, Jason S jasonsta...@gmail.com wrote:

  What I dont understand is, how does it smooth-out the visible yanks in
 the mesh, but while not also shoothing-out the nose for example? does it
 use the base static mesh shape or?

 nevertheless, 100% nice! :)



 On 09/07/14 9:19, Miquel Campos wrote:

 100% ICE


  

 Miquel Campos
 www.miquelTD.com



 On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Looks cool ! is this all in Ice ? or does it require another mesh to be
 smoothed out ?


 On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com wrote:

 Hello,

  I would like to share with you my Delta Mush ICE compounds (Or what I
 guess delta mush is :P). I am pretty sure is not the best implementation of
 Delta Mush (due my null maths skills ) but it is working kind of OK.  (Very
 slow that is true  )

  This version is using a simple average neighbours smoothing (I think
 this is a uniform Laplacian), without any weighted average. That means that
 can cause smoothing artifacts if the mesh have big differences between the
 smallest and biggest  polygons. This artifacts normally show up with higher
 mush iterations.

  One little trick that I found is apply a relax before apply Delta
 Mush.  So this uniform a little the size of the polygons

  Also I found Delta mush is very impressive when you only have 1
 deformer x Point. is like Voodoo magic ;)

  Regarding experiments and errors, If the smoothing at origin is
 different that the smoothing in the final, you can control how much the
 detail is washout or exaggerate. I call it the body-builder effect.

  https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar

  I hope you like it!

  if you have any improvement or smoothing  algorithm, please share it :)

  Cheers,
 Miquel

  PS: you need to activate the delta mush in the sample scene. Check the
 Second ICE tree in the animation stack.
 PS2: Eddy share your OCD compounds, we want it!! ;)


  

 Miquel Campos
 www.miquelTD.com







-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Delta Mush ICE

2014-09-07 Thread Chris Gardner
I prototyped a delta mush in ICE to figure out my splice version 
(http://www.chris-g.net/2014/09/05/delta-mush-in-splice/) just cos I wasn't 
that familiar with fabric. 


Disturbingly easy!

On Mon, Sep 8, 2014 at 10:21 AM, Raffaele Fragapane
raffsxsil...@googlemail.com wrote:

 Delta mush isn't a smooth di per se', it's a binding state trick.
 You smooth a mesh and save the delta of points from full detail to smooth
 in the bind pose, you then deform and smooth out the full mesh, and lastly
 re-apply the deltas back on the deformed smooth mesh to reinstate the high
 frequency detail and irregularities.
 A basic implementation like that is quite simple actually, and that's why
 it's kinda brilliant.
 It's pretty easy to do with OOTB XSI actually if you use ICE to apply
 shapes after the envelope, or use ICE to skin things in the modelling stack.
 Take mesh, smooth it, shape animate from smooth to HR with shapes set to
 local (it will use the local reference frame of each point).
 Then apply your skinning, and apply a smooth deformer on top. Lastly apply
 the local shape through ICE to recomputed point framesets.
 The reference frameset is trivial, Y is the normal, X or Z is the first
 edge projected on the normal's plane, the last axis is the cross product of
 the two.
 You also have ICE facilities for that, I believe, and if they match the
 same system used by local shapes they should just work.
 If you instead do the skinning in ICE in the modelling stack, then you have
 even less work to do, as you can use local shapes OOTB (they are meant to
 preserve local transforms in shape with something live going on in the
 modelling stack).
 On Mon, Sep 8, 2014 at 6:28 AM, Jason S jasonsta...@gmail.com wrote:
  What I dont understand is, how does it smooth-out the visible yanks in
 the mesh, but while not also shoothing-out the nose for example? does it
 use the base static mesh shape or?

 nevertheless, 100% nice! :)



 On 09/07/14 9:19, Miquel Campos wrote:

 100% ICE


  

 Miquel Campos
 www.miquelTD.com



 On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com wrote:

 Looks cool ! is this all in Ice ? or does it require another mesh to be
 smoothed out ?


 On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com wrote:

 Hello,

  I would like to share with you my Delta Mush ICE compounds (Or what I
 guess delta mush is :P). I am pretty sure is not the best implementation of
 Delta Mush (due my null maths skills ) but it is working kind of OK.  (Very
 slow that is true  )

  This version is using a simple average neighbours smoothing (I think
 this is a uniform Laplacian), without any weighted average. That means that
 can cause smoothing artifacts if the mesh have big differences between the
 smallest and biggest  polygons. This artifacts normally show up with higher
 mush iterations.

  One little trick that I found is apply a relax before apply Delta
 Mush.  So this uniform a little the size of the polygons

  Also I found Delta mush is very impressive when you only have 1
 deformer x Point. is like Voodoo magic ;)

  Regarding experiments and errors, If the smoothing at origin is
 different that the smoothing in the final, you can control how much the
 detail is washout or exaggerate. I call it the body-builder effect.

  https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar

  I hope you like it!

  if you have any improvement or smoothing  algorithm, please share it :)

  Cheers,
 Miquel

  PS: you need to activate the delta mush in the sample scene. Check the
 Second ICE tree in the animation stack.
 PS2: Eddy share your OCD compounds, we want it!! ;)


  

 Miquel Campos
 www.miquelTD.com





 -- 
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!

Re: Delta Mush ICE

2014-09-07 Thread Miquel Campos
Oh! Woah! Thanks for sharing it Chris! :)

And thnks Raffaele for the explanation.  That is what i did with the 2
nodes.

On Monday, September 8, 2014, Chris Gardner chrisg.dot@gmail.com
wrote:

 I prototyped a delta mush in ICE to figure out my splice version (
 http://www.chris-g.net/2014/09/05/delta-mush-in-splice/) just cos I
 wasn't that familiar with fabric.

 Disturbingly easy!


 On Mon, Sep 8, 2014 at 10:21 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com
 javascript:_e(%7B%7D,'cvml','raffsxsil...@googlemail.com'); wrote:

 Delta mush isn't a smooth di per se', it's a binding state trick.
 You smooth a mesh and save the delta of points from full detail to smooth
 in the bind pose, you then deform and smooth out the full mesh, and lastly
 re-apply the deltas back on the deformed smooth mesh to reinstate the high
 frequency detail and irregularities.

 A basic implementation like that is quite simple actually, and that's why
 it's kinda brilliant.

 It's pretty easy to do with OOTB XSI actually if you use ICE to apply
 shapes after the envelope, or use ICE to skin things in the modelling stack.

 Take mesh, smooth it, shape animate from smooth to HR with shapes set to
 local (it will use the local reference frame of each point).
 Then apply your skinning, and apply a smooth deformer on top. Lastly
 apply the local shape through ICE to recomputed point framesets.
 The reference frameset is trivial, Y is the normal, X or Z is the first
 edge projected on the normal's plane, the last axis is the cross product of
 the two.
 You also have ICE facilities for that, I believe, and if they match the
 same system used by local shapes they should just work.

 If you instead do the skinning in ICE in the modelling stack, then you
 have even less work to do, as you can use local shapes OOTB (they are meant
 to preserve local transforms in shape with something live going on in the
 modelling stack).


 On Mon, Sep 8, 2014 at 6:28 AM, Jason S jasonsta...@gmail.com
 javascript:_e(%7B%7D,'cvml','jasonsta...@gmail.com'); wrote:

  What I dont understand is, how does it smooth-out the visible yanks in
 the mesh, but while not also shoothing-out the nose for example? does it
 use the base static mesh shape or?

 nevertheless, 100% nice! :)



 On 09/07/14 9:19, Miquel Campos wrote:

 100% ICE


 

 Miquel Campos
 www.miquelTD.com



 On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling 
 sebastien.sterl...@gmail.com
 javascript:_e(%7B%7D,'cvml','sebastien.sterl...@gmail.com'); wrote:

 Looks cool ! is this all in Ice ? or does it require another mesh to be
 smoothed out ?


 On 7 September 2014 05:14, Miquel Campos miquel.cam...@gmail.com
 javascript:_e(%7B%7D,'cvml','miquel.cam...@gmail.com'); wrote:

 Hello,

 I would like to share with you my Delta Mush ICE compounds (Or what I
 guess delta mush is :P). I am pretty sure is not the best implementation 
 of
 Delta Mush (due my null maths skills ) but it is working kind of OK.  
 (Very
 slow that is true  )

 This version is using a simple average neighbours smoothing (I think
 this is a uniform Laplacian), without any weighted average. That means 
 that
 can cause smoothing artifacts if the mesh have big differences between the
 smallest and biggest  polygons. This artifacts normally show up with 
 higher
 mush iterations.

 One little trick that I found is apply a relax before apply Delta
 Mush.  So this uniform a little the size of the polygons

 Also I found Delta mush is very impressive when you only have 1
 deformer x Point. is like Voodoo magic ;)

 Regarding experiments and errors, If the smoothing at origin is
 different that the smoothing in the final, you can control how much the
 detail is washout or exaggerate. I call it the body-builder effect.

  https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar

 I hope you like it!

 if you have any improvement or smoothing  algorithm, please share it :)

 Cheers,
 Miquel

 PS: you need to activate the delta mush in the sample scene. Check the
 Second ICE tree in the animation stack.
 PS2: Eddy share your OCD compounds, we want it!! ;)


 

 Miquel Campos
 www.miquelTD.com







 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!




-- 



Miquel Campos
www.miquelTD.com


Re: Delta Mush ICE

2014-09-07 Thread Raffaele Fragapane
Given smoothing in ICE is always going to be fairly slow, I imagine if you
wanted some performance out of it using the DQ skinning compound, or even
just building up your own linear skinning, in ICE in the modelling stack
and using local shapes and the native smooth for the mush would be by far
the fastest option before taking on it with full fledged C++ custom nodes.
Unless you're only using ICE to re-apply the shape and not doing any
smoothing inside it, in which case you're probably on par.

On Mon, Sep 8, 2014 at 10:44 AM, Miquel Campos miquel.cam...@gmail.com
wrote:

 Oh! Woah! Thanks for sharing it Chris! :)

 And thnks Raffaele for the explanation.  That is what i did with the 2
 nodes.