Re: Envelopes, Weights, Deformers and setting them up.

2014-02-17 Thread pedro santos
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  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 
>
>> Interesting, tks for sharing Pedro
>>
>>
>> On Tue, Jan 21, 2014 at 12:06 AM, pedro santos 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]


Re: Envelopes, Weights, Deformers and setting them up.

2014-02-17 Thread pedro santos
Hi again.
I've updated the compound to have more options per null, like I said.

https://vimeo.com/86603483

Cheers


On Tue, Jan 21, 2014 at 5:00 PM, Tiago Craft  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 
>
>> Interesting, tks for sharing Pedro
>>
>>
>> On Tue, Jan 21, 2014 at 12:06 AM, pedro santos 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]


Re: Envelopes, Weights, Deformers and setting them up.

2014-01-21 Thread David Gallagher


Nice workflow you have there!

On 1/20/2014 4:06 PM, pedro santos 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 
mailto: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
illustrates what I'me trying to do.

Cheers
probiner




--
[img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]




Re: Envelopes, Weights, Deformers and setting them up.

2014-01-21 Thread Tiago Craft
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 

> Interesting, tks for sharing Pedro
>
>
> On Tue, Jan 21, 2014 at 12:06 AM, pedro santos  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]
>>
>
>


Re: Envelopes, Weights, Deformers and setting them up.

2014-01-21 Thread Marco Peixoto
Interesting, tks for sharing Pedro


On Tue, Jan 21, 2014 at 12:06 AM, pedro santos  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]
>


Re: Envelopes, Weights, Deformers and setting them up.

2014-01-20 Thread pedro santos
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]


RE: Envelopes, Weights, Deformers and setting them up.

2014-01-06 Thread Manny Papamanos
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
 illustrates what I'me trying to do.

Cheers
probiner
<>