(this may be a stupid assumption) i didn't exactly follow all the dude was
saying, thx matt for the clarification, his examples where very abstract...
would being able to disassociate parent hierarchy have any effect on gimble
lock ? making it easier to evade ?


On 13 April 2013 17:23, Marco Peixoto <[email protected]> wrote:

>  At first I thought that it was a simple Pose based Deformation like
> Secondary Shape Modeling, but its not. He says that Modo has now a very
> similar Weighting System that Pixar uses (he doesnt say that on the video
> but he did on the forums) and that video was to show what Hippodrome (ex
> Pixar character Modeler) will be teaching on its coming iBook "Art of
> Moving Points":
>
> http://hippydrome.com/iBookExmpls.html
>
>
>
>
>
>
> On 13-04-2013 16:06, Christopher wrote:
>
> I watched the video, interesting stuff, I'd like to see a comparison
> between what was shown in the video and Softimage, specifically what I
> liked in the Modo video was the sliding skin effect.
>
> Christopher
>
>   Matt Lind <[email protected]>
>  Friday, April 12, 2013 11:19 PM
>   Basically the guy took 24 minutes to explain a 2 minute concept.
>
> The main point is Modo can define the order in which deformers are
> evaluated to solve envelope weights, and envelope weights are assigned
> using 'weight containers' which are logical assignments of points to
> deformers.  A different kind of weight map.
>
> The example shows an arm enveloped over 2 bones (3 joints).  In Softimage
> you'd normally place the bones into a hierarchy and assign the weights to
> the joints.  as you rotate the shoulder, the elbow and wrist would tag
> along for the ride via inheritance of the shoulder's transformation.  If
> you rotate the elbow, the shoulder is unaffected, but the wrist moves
> because it inherit's the elbow's transformation.  The point being the
> deformer has to reside in the location of the envelope deformation, and
> this can be inconvenient for thinking/viewing certain problems such as
> wanting to only rotate a deformer by a few degrees.  in the case of the
> elbow, it may already be rotated to some arbitrary angle making
> adding/subtracting a few degrees difficult to visualize.
>
> In Modo, the weights were assigned to the individual bones via 'weight
> containers' (their version of a weight map), but the bones were not placed
> into a hiearchy.  they were scattered about wherever was convenient.  This
> allowed the artist to work with the deformations in the local space of the
> deformer so if he wanted to say, limit envelope deformations to rotations
> of 10 degrees or less, the artist could easily see a 10 degree rotation and
> work with the deformer weights.  think of it as compensation mode for
> vertices of an envelope.  You apply the envelope to the defomers, but you
> can then offset the vertices where you want and maintain that relationship
> as metadata in the weight container.  This allows the envelope to deform as
> desired, but not require the bones to be moving around with the envelope.
> Personally I don't find that useful in the general case, but maybe in a few
> rare niche cases it might have some benefit.  The part I take issue with is
> not having bones in their usual places will make it difficult for animators
> to judge how the character is moving when adjusting keys.  After all, you
> don't generally envelope a rig unless it's expected to be animated, so why
> disassociate the bones from the animator's perspective?
>
> The part of greater interest was pre-evaluation and post-evaluation events
> which gives the artist the opportunity to further modify the resulting
> deformation as each deformer is evaluated.  The example given was not very
> good as it could be easily replicated using linked parameters to drive a
> lattice or some other easy control, but in more complex cases could be
> useful for sculpting the envelope deformation in very specific ways.
>
> You can replicate most of it in softimage using a different strategy than
> is typically used, but some of the more advanced stuff, such as
> compensation, would require a custom envelope operator or ICE.
>
> Matt
>
>
>
>
>  ------------------------------
> *From:* [email protected] [
> [email protected]] On Behalf Of Steven Caron [
> [email protected]]
> *Sent:* Friday, April 12, 2013 6:53 PM
> *To:* [email protected]
> *Subject:* Re: Modo's Deformation (Weight Containers)
>
>  i want to watch it, but the speed is killing me... anyone care to
> summarize the feature(s)?
>
>
>
>     Marco Peixoto <[email protected]>
>  Friday, April 12, 2013 5:37 PM
>   This seems really interesting and a new way of dealing with Envelope
> Weights:
>
>
> http://vimeo.com/63720234
>
>
>

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