Pose space deformation in ICE? i.e. how I maek posereaders?

2014-02-16 Thread Siew Yi Liang

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?

2014-02-16 Thread Sajjad Amjad
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?

2014-02-16 Thread Cesar Saez
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?

2014-02-16 Thread Siew Yi Liang

@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