: Wednesday, February 19, 2014 5:35 PM
To: softimage
Subject: Re: Gear question, again, but new one
This is great to see that gear is still being used despite the lack of update
and the minimum support. (Miquel did a great update though)
I'm working on a brand new rigging system here at Blur, much
So,
I am rigging a character. When I make the rig, the right leg's calf twist bone
(rig.leg_R0_3_shd) is misplaced, it gets under the sole of the character ( a
lot under the ground floor). Fun fact, that when I create the rig with legs
only it's OK.
I tried to duplicate symmetry the guide of
Did you try the rebuild rig option in the gear menu? That got me out of
some holes recently.
On 19 February 2014 12:30, Szabolcs Matefy szabol...@crytek.com wrote:
So,
I am rigging a character. When I make the rig, the right leg's calf twist
bone (rig.leg_R0_3_shd) is misplaced, it gets
Sorry, meant 'update guide' option before building.
On 19 February 2014 12:36, Matt Morris matt...@gmail.com wrote:
Did you try the rebuild rig option in the gear menu? That got me out of
some holes recently.
On 19 February 2014 12:30, Szabolcs Matefy szabol...@crytek.com wrote:
So,
@listproc.autodesk.com
Subject: Re: Gear question, again, but new one
Sorry, meant 'update guide' option before building.
On 19 February 2014 12:36, Matt Morris
matt...@gmail.commailto:matt...@gmail.com wrote:
Did you try the rebuild rig option in the gear menu? That got me out of some
holes recently
rigging!
*From:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Morris
*Sent:* Wednesday, February 19, 2014 1:41 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Gear question, again, but new one
Sorry, meant 'update guide
:* softimage-boun...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Morris
*Sent:* Wednesday, February 19, 2014 1:41 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Gear question, again, but new one
Sorry, meant 'update guide' option
To: softimage
Subject: Re: GEAR question
glad you like it.
You should check the extension that Miquel released
http://www.miqueltd.com/2013/08/gearmc-fork-of-jeremie-passerins-gear.html
On 23 January 2014 01:10, Szabolcs Matefy
szabol...@crytek.commailto:szabol...@crytek.com wrote:
OK, then I'll
OK, then I'll do it myself :)
Loving Gear...
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin
Sent: Wednesday, January 22, 2014 6:51 PM
To: softimage
Subject: Re: GEAR question
There is no component doing that right
...@listproc.autodesk.com [mailto:
softimage-boun...@listproc.autodesk.com] *On Behalf Of *Jeremie Passerin
*Sent:* Wednesday, January 22, 2014 6:51 PM
*To:* softimage
*Subject:* Re: GEAR question
There is no component doing that right now. Should be fairly easy to
script though ;-)
On 22
Hi folks
A question...
I need to create a sliding bone (like the armpit solution in the Biped Guide in
Softimage). Is there any Gear specific possibility, or I should simply create
manually the same?
___
This message contains confidential information and is intended only for the
individual
There is no component doing that right now. Should be fairly easy to script
though ;-)
On 22 January 2014 03:05, Szabolcs Matefy szabol...@crytek.com wrote:
Hi folks
A question…
I need to create a sliding bone (like the armpit solution in the Biped
Guide in Softimage). Is there any
Hey Steven,
I've seen your email... sorry I'm super busy right now.. but I'll try to
have a look at what you did when I have a minute... hopefully next week.
On 24 April 2013 16:39, Steven Caron car...@gmail.com wrote:
ok so i have made some changes, not exactly as you have suggested cause i
no sweat, i have worked around it.
On Fri, Apr 26, 2013 at 3:58 PM, Jeremie Passerin gerem@gmail.comwrote:
Hey Steven,
I've seen your email... sorry I'm super busy right now.. but I'll try to
have a look at what you did when I have a minute... hopefully next week.
On 24 April 2013
I did a rigging job recently with several characters needed to be rigged
pretty quickly - so I went the ICE tree setup - worked really well -
saved out a compound and could script in a rebuild that read it in and
stuck it onto the new character - obviously naming convention needed to
be pretty
when performance is an issue with an ice shape rig, try to freeze the shape
clusters into ice attributes ;)
a smart setup would allow regeneration or addition of new shapes.
sebastian
Am 24.04.2013 um 10:24 schrieb Sandy Sutherland sandy.mailli...@gmail.com:
Enrique -
Here are 3 snips -
I'd also avoid doing things with weightmaps as much as possible - far
better to do all those calculations outside the rig and then freezing the
shape on export. It's better to keep them live when you're working on the
rig as then any changes you make to the reference mesh will be carried over
Thanks Guys this is very helpful.
Thanks for the explanation and screenshots Sandy.
The major difference between your approach and mine was that you use Linear
Interpolate. And I was multiplying the shape vectors by the scalar that
was returned from the controller position.
I wonder if that
hello,
I am a little late on the conversation, but here is a screen capture of our
facial template
http://2.bp.blogspot.com/-kzEZDSsRCio/T0VISL78wgI/AQw/d-ik9QG3LLc/s1600/gear-custom-modules-02.jpg
It is a mix between ICE and Gear custom components. For this specific case
, everything is
I really dig this idea. It's too bad writing attributes was only made
decent in SI|2013.
On Wed, Apr 24, 2013 at 4:36 AM, Sebastian Kowalski l...@sekow.com wrote:
when performance is an issue with an ice shape rig, try to freeze the
shape clusters into ice attributes ;)
a smart setup would
ok so i have made some changes, not exactly as you have suggested cause i
wanted to support layout and logic too, but i can't even get a single
parameter to be copied up.
so i added a new attribute to the component guide class, and i am
collecting the gear_PSets added. moving forward if the
how are people doing shape animation with a gear rig? i need to be able to
have my shapes connect to a custom parameter set on every build/rebuild.
s
You are using an ice shape mixer right? That should connect up on re-import
or with common names on a fresh mesh.
On 23 April 2013 19:50, Steven Caron car...@gmail.com wrote:
how are people doing shape animation with a gear rig? i need to be able to
have my shapes connect to a custom
i am not using an ice based shape mixer, but that is a decent idea.
so you add a new gear_PSet and just get the data on those parameters? i am
unsure of how well 'this_model' will work if the meshes are contained in
another model first then moved. i guess we will see :)
On Tue, Apr 23, 2013 at
On that note, how do most of you guys approach the ICE shape mixer...
Do you directly use a controller's local transform to drive a shape, or do
you use a kind of buffer custom parameter set to which you hook up
controls via expressions?
The reason I ask is because ICE trees seem to get rather
I use to take the kinematics to drive the shapes :) But never try to check
if exist better way, since I didn't found any issue .
Miquel Campos
www.akaosaru.com
2013/4/23 Alan Fregtman alan.fregt...@gmail.com
On that note, how do most of
I tend to use a bunch of scene objects imported as a generic model, then
load the ice tree onto the mesh which hooks up to the controllers. I did
try a comparison test on a face rig a while back comparing playback speeds
of traditional setup and ice setup and found I was getting better playback
Going back to the Gear topic.
Xml shape export was planned to be part of the skin rebuild. I have most of
the code ready but never got time to implement it properly :( If anyone
feels like finishing the job I can share the code.
On 23 April 2013 14:06, Matt Morris matt...@gmail.com wrote:
I
it might be more than i need right now, i just need shapes on the meshes to
be wired back up to parameters when i rebuild the rig. i am exploring using
an ice tree that gets automatically resolved when gear imports the
mesh/emdl.
On Tue, Apr 23, 2013 at 2:35 PM, Jeremie Passerin
Yeah I can imagine that.
Honnestly I love the xml export but it's a lot of dev to have it work with
everything. Once you have it working with envelopes and shapes... you still
need to support ice deformers, push, relax or any deformers you might want
to use... even custom stuff and weight map...
you don't have to remind me of that, i miss it sooo much. if it wasn't so
tied to blur pipeline i would be using it :)
On Tue, Apr 23, 2013 at 3:01 PM, Jeremie Passerin gerem@gmail.comwrote:
The Blur way where you can actually rebuild part of the rigs without
deleting everything is very
so how do i just add simple parameters to a gear_PSet? just a flat list?
On Tue, Apr 23, 2013 at 3:04 PM, Steven Caron car...@gmail.com wrote:
you don't have to remind me of that, i miss it sooo much. if it wasn't so
tied to blur pipeline i would be using it :)
On Tue, Apr 23, 2013 at 3:01
gear_PSet is a regular property that can save it's own layout.
After adding a parameter to the property you need to make sure it's also
decribe in the layout, otherwise it doesn't show up.
You can see the layout by activating the debug mode of the Gear_PSet. (I
don't have gear installed here right
oh maybe I misunderstood your question... the parameters won't persist if
you rebuild the rigs. :(
This is just to add a parameter to an existing rig... but otherwise yeah
parameter and layout will persist.
On 23 April 2013 15:40, Steven Caron car...@gmail.com wrote:
ok i can work with this..
ok, so here is where i usually get caught up in gear. don't take it
personally, i am very appreciative of a free and open solution, but i
usually hit this wall. i can't get the budget usually to extend gear enough
to suit my needs, so i have to use it as is.
s
On Tue, Apr 23, 2013 at 3:47 PM,
hey jeremie
where should i look in the gear source if i wanted to move an existing
gear_PSet applied to a guide and move it the component in the final rig?
ie. add parameters using (shift+p), add layout and logic in the gear_PSet
text widget. click build and this be copied up to the final rig.
First thing I would do is to grab the property from the guide.
Right now it's only grabbing the transform, position and primitive.
in gear\xsi\rig\component\guide.py in setFromHierarchy()
I would had a dictionary where I could store the property
just after
self.tra[name] =
oh I said dictionary and I used a list..
also note that I have prefixed the property with Save because you don't
want to save and copy all the properties form the object :)
On 23 April 2013 16:41, Jeremie Passerin gerem@gmail.com wrote:
First thing I would do is to grab the property from
thanks for the tips jeremie, i am going to try this.
by the way, i already stated in an earlier email that my budget is the
issue.
i am very appreciative of a free and open solution... i can't get the
budget usually to extend gear enough to suit my needs, so i have to use it
as is.
as someone
really no hard feeling Steven, I know what is to work in a small studio and
I know what is development ;-)
On 23 April 2013 16:54, Steven Caron car...@gmail.com wrote:
thanks for the tips jeremie, i am going to try this.
by the way, i already stated in an earlier email that my budget is the
Getting Kinematics Data is not slow. Setting Kinematics Data IS slow :).
On Tue, Apr 23, 2013 at 4:50 PM, Alan Fregtman alan.fregt...@gmail.comwrote:
On that note, how do most of you guys approach the ICE shape mixer...
Do you directly use a controller's local transform to drive a shape, or
Hey guys, could I ask you to show an Ice tree of your ICE Shape Mixer.
I've done extensive testing with using ICE for shapes. Basically I just
added all of the vectors together and drove them by the kinematics of the
controls. I also did my best to make sure that it didnt calculate certain
The nice thing about ICE is its also easy to setup and apply repatativly as
you just copy and paste your ICE setup. We used the ICE blendshapes on both
Zambezia and Khumba.
On Wed, Apr 24, 2013 at 12:11 PM, Enrique Caballero
enriquecaball...@gmail.com wrote:
Hey guys, could I ask you to show
Yep that is definitely a huge plus. But writing a script to recreate a
mixer wouldn't be that painful.
I work for a very small shop. We concentrate on doing quality work on low
budgets.
So I am always trying to squeeze every last FPS out of our rigs, as I
strongly believe that a fast rig has a
You might very well be doing everything right. If there's anything I would
go for ICE shapes over anything else for, it's not raw speed (which on low
density meshes with many simple shapes and 1:1 controls make bugger all
difference), it's because you can usually, considerably, reduce the number
Very good point. And the plug-in play nature of an ICETree compound is
incredibly attractive.
I'm always open to trying something new and different if time allows.
If anyone can screenshot how they set up their ICE Tree Shape mixer that
would be awesome. I think my knowledge about optimising
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