Pose space deformation in ICE? i.e. how I maek posereaders?
Hi all! First time posting on the list, so if this is too simple/inane a question, sorry. (I did google and si-community search this but didn't see anything on the subject so I thought I'd ask) I know of the Deform Shape Keys function for handling pose space deformation in XSI. However, as part of a small little project I'm working on, I was wondering if there was a way to emulate the workflow I use in Maya for such a task, which is to create pose readers, that read the angle between two joints, and then use that angle to drive a corrective shape...in ICE. I'm not super experienced in ICE, so I just wanted to ask if this was advisable/possible to do via ICE? I've poked around and bit and seen that I can get angle between two vectors, so I'm thinking it should? (though making that into an actual ICE poseReader compound is another matter of course) I would like to know if any pro riggers are willing to offer their advice on what you guys do to deal with this (short of doing actual muscle simulation), or if there's a common tutorial on such a subject or a specific compound made for this that I don't know of. Also would it be faster to use deform keys, or ICE for this sort of thing? I'm still not very clear on what tasks should/shouldn't be done via ICE, from a performance standpoint. The bigger part of this question is because I am thinking of (attempting to, at least) making a similar tool eventually in ICE that could emulate a corrective sculpting solution similar to Daniel S. Lima's blendshape corrective sculpt tools for Maya: http://danielslima.com/ Which allows for intermediate corrective sculpts to be made to the model, all in an interactive fashion. Would be really nice to have for simple rigs in lieu of a more elaborate muscle system. Thank you! -- Yours sincerely, Siew Yi Liang
Re: Pose space deformation in ICE? i.e. how I maek posereaders?
Hello and welcome to the list, I'm not sure if I completely understand your question but you can certainly read orientations (bone, nulls, etc.) in ICE and you can also drive shape weights. I think it should then be possible to do what you require. Outside of ICE, have you looked at the Link Deform with Orientation command? This sits in: Animate Deform Shape Deform Keys. Docs here: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/shape_anim_DeformingaShapeBasedonPosesorOrientation.htm,topicNumber=d28e240340 Hope this helps, Sajjad On 16 February 2014 08:42, Siew Yi Liang soni...@gmail.com wrote: Hi all! First time posting on the list, so if this is too simple/inane a question, sorry. (I did google and si-community search this but didn't see anything on the subject so I thought I'd ask) I know of the Deform Shape Keys function for handling pose space deformation in XSI. However, as part of a small little project I'm working on, I was wondering if there was a way to emulate the workflow I use in Maya for such a task, which is to create pose readers, that read the angle between two joints, and then use that angle to drive a corrective shape...in ICE. I'm not super experienced in ICE, so I just wanted to ask if this was advisable/possible to do via ICE? I've poked around and bit and seen that I can get angle between two vectors, so I'm thinking it should? (though making that into an actual ICE poseReader compound is another matter of course) I would like to know if any pro riggers are willing to offer their advice on what you guys do to deal with this (short of doing actual muscle simulation), or if there's a common tutorial on such a subject or a specific compound made for this that I don't know of. Also would it be faster to use deform keys, or ICE for this sort of thing? I'm still not very clear on what tasks should/shouldn't be done via ICE, from a performance standpoint. The bigger part of this question is because I am thinking of (attempting to, at least) making a similar tool eventually in ICE that could emulate a corrective sculpting solution similar to Daniel S. Lima's blendshape corrective sculpt tools for Maya: http://danielslima.com/ Which allows for intermediate corrective sculpts to be made to the model, all in an interactive fashion. Would be really nice to have for simple rigs in lieu of a more elaborate muscle system. Thank you! -- Yours sincerely, Siew Yi Liang
Re: Pose space deformation in ICE? i.e. how I maek posereaders?
Hi there, I did an ICE reader for riglab (I'm using it to drive riglab's spaces between behaviours for now), you can just rip the compound from here and it should work :) https://github.com/csaez/riglab/blob/develop/riglab/data/compounds/riglab__ConeReader.xsicompound Here's the python module I'm using to create/manipulate them, just in case you want to automate things a bit. https://github.com/csaez/riglab/blob/develop/riglab/psd/reader.py Cheers! On Sun, Feb 16, 2014 at 7:49 AM, Sajjad Amjad sajjad.am...@gmail.comwrote: Hello and welcome to the list, I'm not sure if I completely understand your question but you can certainly read orientations (bone, nulls, etc.) in ICE and you can also drive shape weights. I think it should then be possible to do what you require. Outside of ICE, have you looked at the Link Deform with Orientation command? This sits in: Animate Deform Shape Deform Keys. Docs here: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/shape_anim_DeformingaShapeBasedonPosesorOrientation.htm,topicNumber=d28e240340 Hope this helps, Sajjad On 16 February 2014 08:42, Siew Yi Liang soni...@gmail.com wrote: Hi all! First time posting on the list, so if this is too simple/inane a question, sorry. (I did google and si-community search this but didn't see anything on the subject so I thought I'd ask) I know of the Deform Shape Keys function for handling pose space deformation in XSI. However, as part of a small little project I'm working on, I was wondering if there was a way to emulate the workflow I use in Maya for such a task, which is to create pose readers, that read the angle between two joints, and then use that angle to drive a corrective shape...in ICE. I'm not super experienced in ICE, so I just wanted to ask if this was advisable/possible to do via ICE? I've poked around and bit and seen that I can get angle between two vectors, so I'm thinking it should? (though making that into an actual ICE poseReader compound is another matter of course) I would like to know if any pro riggers are willing to offer their advice on what you guys do to deal with this (short of doing actual muscle simulation), or if there's a common tutorial on such a subject or a specific compound made for this that I don't know of. Also would it be faster to use deform keys, or ICE for this sort of thing? I'm still not very clear on what tasks should/shouldn't be done via ICE, from a performance standpoint. The bigger part of this question is because I am thinking of (attempting to, at least) making a similar tool eventually in ICE that could emulate a corrective sculpting solution similar to Daniel S. Lima's blendshape corrective sculpt tools for Maya: http://danielslima.com/ Which allows for intermediate corrective sculpts to be made to the model, all in an interactive fashion. Would be really nice to have for simple rigs in lieu of a more elaborate muscle system. Thank you! -- Yours sincerely, Siew Yi Liang
Re: Pose space deformation in ICE? i.e. how I maek posereaders?
@Sajjad: Thanks! Yep, I know about those features (I guess that's what the docs recommend for this sort of stuff??) I was just wondering if that's what most people did nowadays when it came to having to implement corrective shapes, especially since all the cool rigs I see these days have everything done in ICE... @ CSaez: That's exactly what I'm looking for! :D Thanks! (Had to look through your python to figure out how to use the compound though, haha. I'll dive through it and try to figure out what you're doing under the hood when I have some free time...it looks a bit more complicated than I thought it would be :X Yours sincerely, Siew Yi Liang On 2/16/2014 6:41 AM, Cesar Saez wrote: Hi there, I did an ICE reader for riglab (I'm using it to drive riglab's spaces between behaviours for now), you can just rip the compound from here and it should work :) https://github.com/csaez/riglab/blob/develop/riglab/data/compounds/riglab__ConeReader.xsicompound Here's the python module I'm using to create/manipulate them, just in case you want to automate things a bit. https://github.com/csaez/riglab/blob/develop/riglab/psd/reader.py Cheers! On Sun, Feb 16, 2014 at 7:49 AM, Sajjad Amjad sajjad.am...@gmail.com mailto:sajjad.am...@gmail.com wrote: Hello and welcome to the list, I'm not sure if I completely understand your question but you can certainly read orientations (bone, nulls, etc.) in ICE and you can also drive shape weights. I think it should then be possible to do what you require. Outside of ICE, have you looked at the Link Deform with Orientation command? This sits in: Animate Deform Shape Deform Keys. Docs here: http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/shape_anim_DeformingaShapeBasedonPosesorOrientation.htm,topicNumber=d28e240340 Hope this helps, Sajjad On 16 February 2014 08:42, Siew Yi Liang soni...@gmail.com mailto:soni...@gmail.com wrote: Hi all! First time posting on the list, so if this is too simple/inane a question, sorry. (I did google and si-community search this but didn't see anything on the subject so I thought I'd ask) I know of the Deform Shape Keys function for handling pose space deformation in XSI. However, as part of a small little project I'm working on, I was wondering if there was a way to emulate the workflow I use in Maya for such a task, which is to create pose readers, that read the angle between two joints, and then use that angle to drive a corrective shape...in ICE. I'm not super experienced in ICE, so I just wanted to ask if this was advisable/possible to do via ICE? I've poked around and bit and seen that I can get angle between two vectors, so I'm thinking it should? (though making that into an actual ICE poseReader compound is another matter of course) I would like to know if any pro riggers are willing to offer their advice on what you guys do to deal with this (short of doing actual muscle simulation), or if there's a common tutorial on such a subject or a specific compound made for this that I don't know of. Also would it be faster to use deform keys, or ICE for this sort of thing? I'm still not very clear on what tasks should/shouldn't be done via ICE, from a performance standpoint. The bigger part of this question is because I am thinking of (attempting to, at least) making a similar tool eventually in ICE that could emulate a corrective sculpting solution similar to Daniel S. Lima's blendshape corrective sculpt tools for Maya: http://danielslima.com/ Which allows for intermediate corrective sculpts to be made to the model, all in an interactive fashion. Would be really nice to have for simple rigs in lieu of a more elaborate muscle system. Thank you! -- Yours sincerely, Siew Yi Liang