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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