Re: Delta Mush

2014-09-25 Thread Jason S

  
  
If you want to see the end result, goto
  13:00 ... pretty impressive!
  
  
  
  
  On 09/25/14 11:11, Miquel Campos wrote:


  Edy's OCD deformer https://vimeo.com/78465590
is awesome! And much more better for control de volume


I have tried to do this one in the past, but too
  complicated for my mom ;)
  
  

  




Miquel Campos
www.miquelTD.com

  
  

  


On Fri, Sep 26, 2014 at 12:06 AM, pedro
  santos 
  wrote:
  
But I think it great how cool ideas spread
  these days and people in their own "garages" rebuilding
  something smart they saw! Amazing flow.


On Thu, Sep 25, 2014 at 3:52
  PM, pedro santos 
  wrote:
  

"Rythm and Hues showed it at Siggraph this
  year. >From that point on, everyone and
  their mother is making a version of it..."
  

  Just like Presto cluster rigs :D

  




  -- 

  
  
  

  

  
  


  Pedro
Alpiarça dos Santos 
  Animator 
  3DModeler 
  Illustrator 
  >> 
http://probiner.x10.mx/

  

  



  
  


  


  



Re: Delta Mush

2014-09-25 Thread Miquel Campos
Edy's OCD deformer https://vimeo.com/78465590 is awesome! And much more
better for control de volume

I have tried to do this one in the past, but too complicated for my mom ;)




Miquel Campos
www.miquelTD.com


On Fri, Sep 26, 2014 at 12:06 AM, pedro santos  wrote:

> But I think it great how cool ideas spread these days and people in their
> own "garages" rebuilding something smart they saw! Amazing flow.
>
> On Thu, Sep 25, 2014 at 3:52 PM, pedro santos  wrote:
>
>> "Rythm and Hues showed it at Siggraph this year. >From that point on,
>> everyone and their mother is making a version of it..."
>>
>> Just like Presto cluster rigs :D
>>
>
>
>
> --
>
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos Animator  3DModeler  Illustrator >>
> http://probiner.x10.mx/ *
>


Re: Delta Mush

2014-09-25 Thread Cesar Saez
Hans Godard version (second link) seems particularly interesting as he is
using the mush deformations to get the skin/envelope weighting (as close as
possible).

It's a mix of the mush deformer and this papers:
http://graphics.cs.uh.edu/ble/papers/2012sa-ssdr and
http://graphics.cs.cmu.edu/projects/sma

On Thu, Sep 25, 2014 at 11:52 AM, pedro santos  wrote:

> "Rythm and Hues showed it at Siggraph this year. From that point on,
> everyone and their mother is making a version of it..."
>
> Just like Presto cluster rigs :D
>


Re: Delta Mush

2014-09-25 Thread pedro santos
But I think it great how cool ideas spread these days and people in their
own "garages" rebuilding something smart they saw! Amazing flow.

On Thu, Sep 25, 2014 at 3:52 PM, pedro santos  wrote:

> "Rythm and Hues showed it at Siggraph this year. From that point on,
> everyone and their mother is making a version of it..."
>
> Just like Presto cluster rigs :D
>



-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator >>
http://probiner.x10.mx/ *


Re: Delta Mush

2014-09-25 Thread pedro santos
"Rythm and Hues showed it at Siggraph this year. From that point on,
everyone and their mother is making a version of it..."

Just like Presto cluster rigs :D


Re: Delta Mush

2014-09-25 Thread Jason S

  
  
On 09/25/14 10:01, Miquel
  Campos wrote:

Yep, I have to confess, the
compound I have published in the list some days ago was done by
my mom :P Shame on me ;)

I was about to bring-up your thing (or your Mom's)

and by the way, who/what are Eddy's compounds?



  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

2014-09-25 Thread Cristobal Infante
I thought potatoes were your thing Rob..

On 25 September 2014 15:09, Rob Chapman  wrote:

> delta mushy peas
>
> On 25 September 2014 15:05, Sebastien Sterling <
> sebastien.sterl...@gmail.com> wrote:
>
>> Home baked steaming tray of delta mushes :)
>>
>> On 25 September 2014 15:01, Miquel Campos 
>> wrote:
>>
>>> Yep, I have to confess, the compound I have published in the list some
>>> days ago was done by my mom :P Shame on me ;)
>>>
>>>
>>> 
>>>
>>> Miquel Campos
>>> www.miquelTD.com
>>>
>>>
>>> On Thu, Sep 25, 2014 at 10:52 PM, Eric Thivierge >> > wrote:
>>>
>>>> Rythm and Hues showed it at Siggraph this year. From that point on,
>>>> everyone and their mother is making a version of it...
>>>>
>>>>
>>>> On Thursday, September 25, 2014 9:49:46 AM, Jason S wrote:
>>>>
>>>>> Actually, who did come up with Delta Mush?
>>>>>
>>>>
>>>>
>>>
>>
>


Re: Delta Mush

2014-09-25 Thread Rob Chapman
delta mushy peas

On 25 September 2014 15:05, Sebastien Sterling  wrote:

> Home baked steaming tray of delta mushes :)
>
> On 25 September 2014 15:01, Miquel Campos  wrote:
>
>> Yep, I have to confess, the compound I have published in the list some
>> days ago was done by my mom :P Shame on me ;)
>>
>>
>> 
>>
>> Miquel Campos
>> www.miquelTD.com
>>
>>
>> On Thu, Sep 25, 2014 at 10:52 PM, Eric Thivierge 
>> wrote:
>>
>>> Rythm and Hues showed it at Siggraph this year. From that point on,
>>> everyone and their mother is making a version of it...
>>>
>>>
>>> On Thursday, September 25, 2014 9:49:46 AM, Jason S wrote:
>>>
>>>> Actually, who did come up with Delta Mush?
>>>>
>>>
>>>
>>
>


Re: Delta Mush

2014-09-25 Thread Sebastien Sterling
Home baked steaming tray of delta mushes :)

On 25 September 2014 15:01, Miquel Campos  wrote:

> Yep, I have to confess, the compound I have published in the list some
> days ago was done by my mom :P Shame on me ;)
>
>
> 
>
> Miquel Campos
> www.miquelTD.com
>
>
> On Thu, Sep 25, 2014 at 10:52 PM, Eric Thivierge 
> wrote:
>
>> Rythm and Hues showed it at Siggraph this year. From that point on,
>> everyone and their mother is making a version of it...
>>
>>
>> On Thursday, September 25, 2014 9:49:46 AM, Jason S wrote:
>>
>>> Actually, who did come up with Delta Mush?
>>>
>>
>>
>


Re: Delta Mush

2014-09-25 Thread Miquel Campos
Yep, I have to confess, the compound I have published in the list some days
ago was done by my mom :P Shame on me ;)




Miquel Campos
www.miquelTD.com


On Thu, Sep 25, 2014 at 10:52 PM, Eric Thivierge 
wrote:

> Rythm and Hues showed it at Siggraph this year. From that point on,
> everyone and their mother is making a version of it...
>
>
> On Thursday, September 25, 2014 9:49:46 AM, Jason S wrote:
>
>> Actually, who did come up with Delta Mush?
>>
>
>


Re: Delta Mush

2014-09-25 Thread Eric Thivierge
Rythm and Hues showed it at Siggraph this year. From that point on, 
everyone and their mother is making a version of it...


On Thursday, September 25, 2014 9:49:46 AM, Jason S wrote:

Actually, who did come up with Delta Mush?




Re: Delta Mush

2014-09-25 Thread Jason S

  
  
Actually, who did come up with Delta
  Mush?
  
  On 09/24/14 14:09, pedro santos wrote:


  
Supposedly Voodoo inspired people over in Maya with Delta
  Mush:
  
  http://vimeo.com/103666815
  http://vimeo.com/106647863
  http://vimeo.com/103717638
  http://vimeo.com/104248880
  

Cheers


  
  
  -- 
  



  

  


  
  
Pedro
  Alpiarça dos Santos 
Animator 
3DModeler  Illustrator 
>> 
  http://probiner.x10.mx/
  

  

  
  
  

  


  



Re: Delta Mush

2014-09-25 Thread Ed Schiffer
nice!
and two of them done in Fabric!

On Wed, Sep 24, 2014 at 3:09 PM, pedro santos  wrote:

> Supposedly Voodoo inspired people over in Maya with Delta Mush:
>
> http://vimeo.com/103666815
> http://vimeo.com/106647863
> http://vimeo.com/103717638
> http://vimeo.com/104248880
>
> Cheers
>
>
>
>
> --
>
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos Animator  3DModeler  Illustrator >>
> http://probiner.x10.mx/ <http://probiner.x10.mx/>*
>



-- 
www.edschiffer.com


Delta Mush

2014-09-24 Thread pedro santos
Supposedly Voodoo inspired people over in Maya with Delta Mush:

http://vimeo.com/103666815
http://vimeo.com/106647863
http://vimeo.com/103717638
http://vimeo.com/104248880

Cheers




-- 




*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos Animator  3DModeler  Illustrator >>
http://probiner.x10.mx/ <http://probiner.x10.mx/>*


Re: Delta Mush ICE

2014-09-08 Thread Juhani Karlsson
Thanks Alok!
Your explanation makes sense.
I had a hunch that it was something like that, but its better to ask than
live in confusion! : )

On 8 September 2014 14:08, Alok Gandhi  wrote:

> Let me take the liberty to explain before Raff does. Delta of points mean
> difference between two position. Let's say that you have a point in a mesh
> at [x1, y1, z1] position. And then for the same mesh you apply some changes
> through deformers / ops as a result this point now moves to a new position
> [x2, y2, z2]. Then a Delta of Positions between these two positions of the
> mesh will be - [x2-x1, y2-y1, z2-z1]. The Delta Positions would be an array
> of such difference positions of all the points in the mesh. That's
> mathematical definition. In simpler terms, it is just the information which
> records the difference in the position of each vertex in a mesh between two
> different states.
>
> On Mon, Sep 8, 2014 at 4:27 PM, Juhani Karlsson  > wrote:
>
>> Can you Raff explain what you mean with store delta of points? What does
>> delta stand for?
>> Its kinda new term for me. Maybe I`ll check the compound out.. ; )
>>
>> On 8 September 2014 03:48, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> 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 
>>> wrote:
>>>
 Oh! Woah! Thanks for sharing it Chris! :)

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


>>
>>
>> --
>> --
>> Juhani Karlsson
>> 3D Artist/TD
>>
>> Talvi Digital Oy
>> Pursimiehenkatu 29-31 b 2krs.
>> 00150 Helsinki
>> +358 443443088
>> juhani.karls...@talvi.fi
>> www.vimeo.com/talvi
>>
>
>
>
> --
>



-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


Re: Delta Mush ICE

2014-09-08 Thread Alok Gandhi
Let me take the liberty to explain before Raff does. Delta of points mean
difference between two position. Let's say that you have a point in a mesh
at [x1, y1, z1] position. And then for the same mesh you apply some changes
through deformers / ops as a result this point now moves to a new position
[x2, y2, z2]. Then a Delta of Positions between these two positions of the
mesh will be - [x2-x1, y2-y1, z2-z1]. The Delta Positions would be an array
of such difference positions of all the points in the mesh. That's
mathematical definition. In simpler terms, it is just the information which
records the difference in the position of each vertex in a mesh between two
different states.

On Mon, Sep 8, 2014 at 4:27 PM, Juhani Karlsson 
wrote:

> Can you Raff explain what you mean with store delta of points? What does
> delta stand for?
> Its kinda new term for me. Maybe I`ll check the compound out.. ; )
>
> On 8 September 2014 03:48, Raffaele Fragapane  > wrote:
>
>> 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 
>> wrote:
>>
>>> Oh! Woah! Thanks for sharing it Chris! :)
>>>
>>> And thnks Raffaele for the explanation.  That is what i did with the 2
>>> nodes.
>>>
>>>
>
>
> --
> --
> Juhani Karlsson
> 3D Artist/TD
>
> Talvi Digital Oy
> Pursimiehenkatu 29-31 b 2krs.
> 00150 Helsinki
> +358 443443088
> juhani.karls...@talvi.fi
> www.vimeo.com/talvi
>



--


Re: Delta Mush ICE

2014-09-08 Thread Juhani Karlsson
Can you Raff explain what you mean with store delta of points? What does
delta stand for?
Its kinda new term for me. Maybe I`ll check the compound out.. ; )

On 8 September 2014 03:48, Raffaele Fragapane 
wrote:

> 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 
> wrote:
>
>> Oh! Woah! Thanks for sharing it Chris! :)
>>
>> And thnks Raffaele for the explanation.  That is what i did with the 2
>> nodes.
>>
>>


-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


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 
wrote:

> Oh! Woah! Thanks for sharing it Chris! :)
>
> And thnks Raffaele for the explanation.  That is what i did with the 2
> nodes.
>
>


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 
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
> > 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 > > 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 >>> > 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 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
 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  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  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 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  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  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 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 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  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 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  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
>
>