actually, this is not really new and is quite similar to the way
envelopping is done for years in the in-house 3D package at R+H from what
I remember.  They had a complete different way to do rigging/skinning that
I was used to see in other studios.  I wouldn't be surprised, this
feature is coming from one of those big.
-- jon


Le samedi 13 avril 2013, Sebastien Sterling a écrit :

> (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
>  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
>
>

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