I think I go over it in week 7 actually, and I know you do have it already
so not like I'm peddling :p
But in terms of shape animation, you have three modes in Softimage.
Global and Object are fairly self explanatory in how the displacement
vector that moves one base point to its target shape is
Actually:
but instead of using one transform for the whole set, those vectors are
saved after a local transform for each point is obtained
You will need to test yourself. The principle is what I describe, but I
don't remember if Soft saves the transformed vectors or uses the transforms
at the end
Hey guys,
I'm curious if anyone has already tackled the problem of creating a
corrective shape (that is, a shape difference in a pose that has been
readjusted to be relative to the neutral character pose) when
SecondaryShapeModeling isn't viable?
If you use classic envelopes and the
See what you think of this technique
https://vimeo.com/67402407
I find the results are far more natural looking and easier to manage and edit.
I doubt I'll ever use that shapes-before-bones method again for correctives on
limbs.
On 17 Jun 2013, at 20:27, Alan Fregtman alan.fregt...@gmail.com
This is the process I've found works best for me - it's from memory as I
don't have Soft at home so hopefully it's all in the right order. I have
used an ICE PointRefFrame technique to try to get the rotational changes,
but the result never seemed to work as well as this:
1) Move the rig from
-boun...@listproc.autodesk.com] On Behalf Of Bk
Sent: Monday, June 17, 2013 23:58
To: softimage@listproc.autodesk.com
Subject: Re: Anyone done corrective shapes when SecondaryShapeModeling is
not an option?
See what you think of this technique
https://vimeo.com/67402407
I find the results are far
To: softimage@listproc.autodesk.com
Subject: Re: Anyone done corrective shapes when SecondaryShapeModeling is
not an option?
See what you think of this technique
https://vimeo.com/67402407
I find the results are far more natural looking and easier to manage and
edit. I doubt I'll ever use
Duplicate mesh twice, fix one, subtract point pos of one from the other,
freeze, transfer frozen ice attributes to original mesh.
Works fine for world and object. For component relative (equivalent to
local) it's a bit trickier as you will have to transform the resulting
vector (object space) by
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