Re: new member ( also has a question)
hello people, Peter, you certainly taught me something i didn't know about the versatility of use of tools in xsi- now since this time it will be the first time for me i build a rig outside of help from biped guide, i indeed shall want to test in length your ways of making concrete my sequence- to figure my way out - i was also evaluating using particles with a containing rigged skin for the smallest characters and exploring playing with deformingshapes/particles plug-ins - thus there's so many things i will need to learn, in the meantime that i am to find out a way that can also help enhance discover ( an original, on personal level) -esthetic- method to apply to my storyboard first 60 shots (the fragmentation only corresponds to two of these 60 long shots.) and the philosophy is still evolving somewhat fast in me, the fact that at the moment i have some time to be on my own to make every decision is an opportunity that i want to exploite to the fullest possible. i guess after that, for the next parts (ie.after these early 60 shots) in this feature movie, there will be new technological possibilities to explore.. and encounters with animators, new ways to learn. thank you for your time and for welcoming me! saitham 2016-09-27 11:20 GMT+02:00 Morten Bartholdy: > Peter pretty much covered your options as I see it, so I will merely say > welcome to the list. It is not as lively as it used to be but still alive > and kicking, so don't be afraid to post here :) > > Good luck with your animation - Winsor Macquay had a unique great style. > > Cheers > Morten > > > > > > Den 24. september 2016 klokken 01:08 skrev Nicole Beeckmans-Jacqmain < > arc.ann...@gmail.com>: > > > > > > hello, > > you understand, i am new here, i've been sent here from support (ending) > > and no one to turn to there, to solve my little problems. > > i will try to seize here the opportunity to meet new people and > realities. > > > > i will briefly present my relation to softimage. > > > > i am probably far far less advanced than most of you. > > i don't know any plug-ins in xsi, nor arnold etc > > yet i have done a first fifteen minutes movie (in 2012) which will go > along > > a book of > > poetry and 2d and the whole shall be published early 2017 > > > > softimage is my only contact with 3d since 1997- i've studied and did > > experimental animation in school, yet have done ink animation > > since i was 17 after watching winsor macquay early movies. > > > > why have i taken so long before producing a first 3d anim? > > i think its mainly because of 1) interest in metaphysics and > > writing. being autodidact. 2) i never had access to knowledge about > > thinking the process as a whole, like a) you draw a mesh that will be > > deformed > > b) you build a rig this or that way, etc until i got to see it in manny > > papamanos > > with the larry dvd. until then my knowledge of the software was way too > > much scattered, > > fragmented - and i wonder if its still not the case, (i follow some of > > courses online) but a bit late, yet now > > i > > have written a whole script (a philosophy with characters in English > > dialogues), now a storyboard of the first scene or > > chapter of this. first scene that, again, i want to draw in 3d Softimage > > and 2d Painter > > entirely by myself before finding any production. > > by the time i complete first chapter (next two years) i hope there will > > still be people working > > with softimage to go along with me with this "feature" movie. > > > > now is the question: > > > > i have a wish to have a rigged animated mesh (a character) to scatter, or > > fragment > > (as in ice) and to have the fragments to become themselves rigged > (tinier) > > animatable meshes. > > i have the option of doing a cut insert at the editing (postproduction) > > table, > > but i wanted to ask if you saw anyway to make the becoming of the > character > > into fragments into characters in > > a continuous fluid animation in 3d, as we would do rather easily enough > in > > a drawn ink animation? > > > > do you see a way to accomplish that effect in ice, or some other > > combinaison module in softimage? > > > > i salute you, > > thank you, > > saitham jacqmain > > -- > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: new member ( also has a question)
Peter pretty much covered your options as I see it, so I will merely say welcome to the list. It is not as lively as it used to be but still alive and kicking, so don't be afraid to post here :) Good luck with your animation - Winsor Macquay had a unique great style. Cheers Morten > Den 24. september 2016 klokken 01:08 skrev Nicole Beeckmans-Jacqmain >: > > > hello, > you understand, i am new here, i've been sent here from support (ending) > and no one to turn to there, to solve my little problems. > i will try to seize here the opportunity to meet new people and realities. > > i will briefly present my relation to softimage. > > i am probably far far less advanced than most of you. > i don't know any plug-ins in xsi, nor arnold etc > yet i have done a first fifteen minutes movie (in 2012) which will go along > a book of > poetry and 2d and the whole shall be published early 2017 > > softimage is my only contact with 3d since 1997- i've studied and did > experimental animation in school, yet have done ink animation > since i was 17 after watching winsor macquay early movies. > > why have i taken so long before producing a first 3d anim? > i think its mainly because of 1) interest in metaphysics and > writing. being autodidact. 2) i never had access to knowledge about > thinking the process as a whole, like a) you draw a mesh that will be > deformed > b) you build a rig this or that way, etc until i got to see it in manny > papamanos > with the larry dvd. until then my knowledge of the software was way too > much scattered, > fragmented - and i wonder if its still not the case, (i follow some of > courses online) but a bit late, yet now > i > have written a whole script (a philosophy with characters in English > dialogues), now a storyboard of the first scene or > chapter of this. first scene that, again, i want to draw in 3d Softimage > and 2d Painter > entirely by myself before finding any production. > by the time i complete first chapter (next two years) i hope there will > still be people working > with softimage to go along with me with this "feature" movie. > > now is the question: > > i have a wish to have a rigged animated mesh (a character) to scatter, or > fragment > (as in ice) and to have the fragments to become themselves rigged (tinier) > animatable meshes. > i have the option of doing a cut insert at the editing (postproduction) > table, > but i wanted to ask if you saw anyway to make the becoming of the character > into fragments into characters in > a continuous fluid animation in 3d, as we would do rather easily enough in > a drawn ink animation? > > do you see a way to accomplish that effect in ice, or some other > combinaison module in softimage? > > i salute you, > thank you, > saitham jacqmain > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with > "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: new member ( also has a question)
welcome to the xsilist, even if you’re a bit late to the party. If I read your question correctly, you want to have an animated character break into parts, each with their own animation, and each breaking apart again, and so on. eg. a humanoid character: the arm separates and moves on, in turn the hand breaks of, and then the fingers and then the individual bones - all this in one fluid motion. generally speaking, there is no real paradigm for this in the software (turning a rigged object into two rigged objects). I think the best approach would be to think the other way around: decompose the character in all the separate parts (each one as an object), rig each one, and have them move together at first, creating the illusion they are one, and then gradually have parts move away from the whole. So then the question becomes how to make all the individual parts move together? There are more straightforward solutions and tools for this. - the skeleton: use constraints to attach the rigs (bones) of the parts to the corresponding bones of the full character – and disable the constraints to liberate the parts. ideally, you’d have a 1 to 1 correspondence between both: the full character has a complete, hierarchical skeleton, and the decomposed character has small skeletons of one or two bones each (or simply nulls..), that precisely match (the transforms of) the corresponding bones on the full character. That would allow for an elegant transition when detaching parts. You also have a null constrained to each bone in the (full) skeleton, and plot their animation – and copy/paste the plotted animation from the nulls to the proper bones (of the individual parts). A less interactive solution, but you can do some fine massaging of the fcurves. Or why not: full hierarchical skeleton with animation on one side, animated individual parts on the other side. Then have a null for each bone which is constrained to both corresponding bones (on the full skeleton and the decomposed one) – now you can animate the blend of the constraints (or the linear interpolation on a two point constraint) to transition from one animation to the other. - the skin: Now, how to ‘stitch’ all the parts together? It could be as simple as doing a merge operation with all the separate parts selected, and having an appropriate (small) distance in the merge operator. If you started from the full character, and split the parts along edge flow lines, that could work quite well. As long as the parts are following the animation of the full character, the merge is going to stich the parts together. Move a part away and the merge will not stitch it anymore. This could give some trouble though, because the merge is simply distance based, and points could erratically be stitched to other nearby but unrelated points. So you’d probably get more reliable results by doing a merge with zero distance first: now all the parts are a single geometry, but it’s not stitched (you’ll have blue boundary edges). So then, for each ‘seam’ you can select the proper edges and connect them. (is it bridge?) That way there would be no confusion when points move close to other (non related) points. More work to set up, but better control and results I think. It’s going to be a bit of an undertaking, so best to do some proof of concept tests first to get your methodology right, before delving into the final character. There’s other approaches or workarounds, but that’s what comes to mind at first. If the look allows for it, I’m sure something cool could be done using polygonizer, which would work a bit like metaballs. Hope it helps? From: Nicole Beeckmans-Jacqmain Sent: Saturday, September 24, 2016 1:08 AM To: softimage@listproc.autodesk.com Subject: new member ( also has a question) hello, you understand, i am new here, i've been sent here from support (ending) and no one to turn to there, to solve my little problems. i will try to seize here the opportunity to meet new people and realities. i will briefly present my relation to softimage. i am probably far far less advanced than most of you. i don't know any plug-ins in xsi, nor arnold etc yet i have done a first fifteen minutes movie (in 2012) which will go along a book of poetry and 2d and the whole shall be published early 2017 softimage is my only contact with 3d since 1997- i've studied and did experimental animation in school, yet have done ink animation since i was 17 after watching winsor macquay early movies. why have i taken so long before producing a first 3d anim? i think its mainly because of 1) interest in metaphysics and writing. being autodidact. 2) i never had access to knowledge about thinking the process as a whole, like a) you draw a mesh that will be deformed b) you build a rig this or that way, etc until i got to see it in manny papamanos with the larry dvd. until then my knowledge of the software was way too much scattered
new member ( also has a question)
hello, you understand, i am new here, i've been sent here from support (ending) and no one to turn to there, to solve my little problems. i will try to seize here the opportunity to meet new people and realities. i will briefly present my relation to softimage. i am probably far far less advanced than most of you. i don't know any plug-ins in xsi, nor arnold etc yet i have done a first fifteen minutes movie (in 2012) which will go along a book of poetry and 2d and the whole shall be published early 2017 softimage is my only contact with 3d since 1997- i've studied and did experimental animation in school, yet have done ink animation since i was 17 after watching winsor macquay early movies. why have i taken so long before producing a first 3d anim? i think its mainly because of 1) interest in metaphysics and writing. being autodidact. 2) i never had access to knowledge about thinking the process as a whole, like a) you draw a mesh that will be deformed b) you build a rig this or that way, etc until i got to see it in manny papamanos with the larry dvd. until then my knowledge of the software was way too much scattered, fragmented - and i wonder if its still not the case, (i follow some of courses online) but a bit late, yet now i have written a whole script (a philosophy with characters in English dialogues), now a storyboard of the first scene or chapter of this. first scene that, again, i want to draw in 3d Softimage and 2d Painter entirely by myself before finding any production. by the time i complete first chapter (next two years) i hope there will still be people working with softimage to go along with me with this "feature" movie. now is the question: i have a wish to have a rigged animated mesh (a character) to scatter, or fragment (as in ice) and to have the fragments to become themselves rigged (tinier) animatable meshes. i have the option of doing a cut insert at the editing (postproduction) table, but i wanted to ask if you saw anyway to make the becoming of the character into fragments into characters in a continuous fluid animation in 3d, as we would do rather easily enough in a drawn ink animation? do you see a way to accomplish that effect in ice, or some other combinaison module in softimage? i salute you, thank you, saitham jacqmain -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.