Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-05-03 Thread Daniel Salazar - 3Developer.com
Alexander you could check this paper out that improves upon our existing bone heat weighting method. Very useful! http://s5.cse.msu.edu/~cse872/papers_files/BoneGlowImprovedWeightAssignment.pdf Daniel Salazar patazstudio.com On Thu, Apr 25, 2013 at 10:02 AM, Alexander Pinzon Fernandez

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-05-01 Thread Bassam Kurdali
- The skeleton mentioned is only the deforming joints right? or does it include (for example) IK/FK switching, controls, etc. ? If it is adding joints to the mesh via topology, I'm not sure that it is more than limited usefulness; agreeing with Nathan here. This might be an easy problem to solve,

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Patrick Shirkey
On Tue, April 30, 2013 12:54 pm, Nathan Vegdahl wrote: For something like this to be really useful, I think it needs to be user-guide-able. And even then, it would mostly be useful for background characters, not hero characters (which need fine tuning by an artist). I can imagine this

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Dima Glibitsky
Can this method be used for approximate convex decomposition of characters (or even arbitrary complex models)? It would be useful too. ___ Bf-committers mailing list Bf-committers@blender.org http://lists.blender.org/mailman/listinfo/bf-committers

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Nathan Vegdahl
It would look like makehuman Eh... I think I may be a bit confused. The proposal is about automatically generating skeletons for an arbitrary model, but it sounds like the workflow you outlined doesn't automate that step at all. What you've outlined is still cool, but it sounds orthogonal to

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Alexander Pinzon Fernandez
The method is fully automatic. The method generates a new skeleton from a mesh of polygons. The method links the skeleton and mesh. The method does not use any sample skeleton. The proposed method provides only the skeleton, and the artist will have to animate the skeleton. 2013/4/30 Nathan

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Patrick Shirkey
On Wed, May 1, 2013 3:48 am, Nathan Vegdahl wrote: It would look like makehuman Eh... I think I may be a bit confused. The proposal is about automatically generating skeletons for an arbitrary model, but it sounds like the workflow you outlined doesn't automate that step at all. The

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-30 Thread Patrick Shirkey
On Wed, May 1, 2013 4:42 am, Alexander Pinzon Fernandez wrote: The method is fully automatic. It's a very advanced method :-) The method generates a new skeleton from a mesh of polygons. How do you deal with cases for example linking the hip to the ankle where there is a joint in the middle

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-29 Thread Nathan Vegdahl
For something like this to be really useful, I think it needs to be user-guide-able. And even then, it would mostly be useful for background characters, not hero characters (which need fine tuning by an artist). I can imagine this being useful, for example, for fully automatic rigging of a

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-26 Thread Patrick Shirkey
On Fri, April 26, 2013 5:54 am, Juan Pablo Bouza wrote: If I'm not wrong, there where some guys in the Blender Conference that had developed a system where the program automatically detected the human shape, and was able to target a bvh rig to it. The name is Christophe POIREL, maybe you

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-26 Thread Alexander Pinzon Fernandez
Hello, Thank you all for your comments. First of all I want to make some clarifications:: - This method does not use any template or skeleton model. - This method ensures that the skeleton generated depends only on the features of the mesh (size, shape, segments, curvature, etc). -

[Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-25 Thread Alexander Pinzon Fernandez
Automatic Skeleton Extraction Alexander Pinzon Fernandez Email: apinz...@gmail.com Short description: The character animation is generally done with skeletons that control each joint in the character which drastically simplifies the animation process. The construction of the skeleton given a

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-25 Thread Gavin Howard
Alexander, First, I must make a disclaimer. I am NOT a Blender developer, so my opinion really doesn't matter. Take what I say with a grain of salt. That said, time to get to business. Speaking as a Blender user, I would love to have this feature. It would definitely help me.

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-25 Thread Daniel Salazar - 3Developer.com
We have had a number of automated armature tools in the past that never really delivered something usable in production. It is my opinion that rigging has a long way to go before it can be automated. The creation and positioning of bones is not only critical to a good rig but also not that hard to

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-25 Thread Juan Pablo Bouza
If I'm not wrong, there where some guys in the Blender Conference that had developed a system where the program automatically detected the human shape, and was able to target a bvh rig to it. The name is Christophe POIREL, maybe you could get in contact with him and see if you can use any of

Re: [Bf-committers] GSoC 201 - Automatic Skeleton Extraction

2013-04-25 Thread Brecht Van Lommel
For reference, Martin Poirier did a project to implement an automatic skeleton generator. The code for that is actually still there (editors/armature/reeb.c) but disabled and never integrated into the 2.5 UI. http://wiki.blender.org/index.php/User:Theeth/skeletor The automatic weighting in