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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