RE: Gear question, again, but new one

2014-02-20 Thread Szabolcs Matefy
: 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

Gear question, again, but new one

2014-02-19 Thread Szabolcs Matefy
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

Re: Gear question, again, but new one

2014-02-19 Thread Matt Morris
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

Re: Gear question, again, but new one

2014-02-19 Thread Matt Morris
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,

RE: Gear question, again, but new one

2014-02-19 Thread Szabolcs Matefy
@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

Re: Gear question, again, but new one

2014-02-19 Thread Jeremie Passerin
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

Re: Gear question, again, but new one

2014-02-19 Thread Mirko Jankovic
:* 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

RE: GEAR question

2014-01-27 Thread Szabolcs Matefy
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

RE: GEAR question

2014-01-23 Thread Szabolcs Matefy
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

Re: GEAR question

2014-01-23 Thread Jeremie Passerin
...@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

GEAR question

2014-01-22 Thread Szabolcs Matefy
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

Re: GEAR question

2014-01-22 Thread Jeremie Passerin
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

Re: GEAR question

2013-04-26 Thread Jeremie Passerin
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

Re: GEAR question

2013-04-26 Thread Steven Caron
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

Re: GEAR question

2013-04-24 Thread Sandy Sutherland
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

Re: GEAR question

2013-04-24 Thread Sebastian Kowalski
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 -

Re: GEAR question

2013-04-24 Thread Peter Agg
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

Re: GEAR question

2013-04-24 Thread Enrique Caballero
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

Re: GEAR question

2013-04-24 Thread Miquel Campos
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

Re: GEAR question

2013-04-24 Thread Alan Fregtman
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

Re: GEAR question

2013-04-24 Thread Steven Caron
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

GEAR question

2013-04-23 Thread Steven Caron
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

Re: GEAR question

2013-04-23 Thread Matt Morris
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

Re: GEAR question

2013-04-23 Thread Steven Caron
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

Re: GEAR question

2013-04-23 Thread Alan Fregtman
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

Re: GEAR question

2013-04-23 Thread Miquel Campos
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

Re: GEAR question

2013-04-23 Thread Matt Morris
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

Re: GEAR question

2013-04-23 Thread Jeremie Passerin
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

Re: GEAR question

2013-04-23 Thread Steven Caron
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

Re: GEAR question

2013-04-23 Thread 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...

Re: GEAR question

2013-04-23 Thread Steven Caron
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

Re: GEAR question

2013-04-23 Thread Steven Caron
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

Re: GEAR question

2013-04-23 Thread Jeremie Passerin
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

Re: GEAR question

2013-04-23 Thread Jeremie Passerin
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..

Re: GEAR question

2013-04-23 Thread Steven Caron
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,

Re: GEAR question

2013-04-23 Thread Steven Caron
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.

Re: GEAR question

2013-04-23 Thread Jeremie Passerin
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] =

Re: GEAR question

2013-04-23 Thread Jeremie Passerin
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

Re: GEAR question

2013-04-23 Thread Steven Caron
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

Re: GEAR question

2013-04-23 Thread Jeremie Passerin
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

Re: GEAR question

2013-04-23 Thread Guillaume Laforge
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

Re: GEAR question

2013-04-23 Thread Enrique Caballero
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

Re: GEAR question

2013-04-23 Thread Simon Anderson
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

Re: GEAR question

2013-04-23 Thread Enrique Caballero
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

Re: GEAR question

2013-04-23 Thread Raffaele Fragapane
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

Re: GEAR question

2013-04-23 Thread Enrique Caballero
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