It reminds me of weighting in Maya how each of the maps were separate...what a PITA! Maya had (and maybe still has --I haven't looked at 2014) the worst enveloping blech!
On Sat, Apr 13, 2013 at 1:33 PM, jo benayoun <[email protected]> wrote: > 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 >> >> -- -=T=-
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