>><Snip> Modo allows you to work in this traditional method too... add a
set of joints, in a hierarchy, to a mesh through the "bind" command and all
of the joints will be assigned a* set of weight maps*...

That's my biggest problem with it; its not *a* weightmap, its *a set* of
them. Only being able to view/manipulate one weight map at a time is very
Maya-esque and ugly. Unless I am missing something.


On Sat, Apr 13, 2013 at 11:33 PM, Christopher <
[email protected]> wrote:

> Modo system is not hundred percent, quite different from Softimage.  How
> come Modo can do sliding skin and it seems that Softimage method I need
> amount of time to setup, no walks in the park nothing ? :)
>
> Christopher
>
>   Richard Hurrey <[email protected]>
>  Sunday, April 14, 2013 12:27 AM
> Hey guys, Tim showed me this thread and I figured I would try to explain 
> things
> a bit if I can. But first let me say I'm a big fan of XSI and the work you
> guys do, though I have never used it myself, my officemate does and i find
> it pretty awesome overall.
>
> OK... I'm going to start with going through Matt's mail and see if I can
> clarify things
>
> >>Basically the guy took 24 minutes to explain a 2 minute concept.
>
> Its true, I did take the long way around. My goal was to make sure that
> everyone... if they were complete newbies, or seasoned veterans could grasp
> things. I have been amazed at how hard the idea of abstracted weights has
> been for people so I took my time. I was also asked by Hippy to breakdown
> somethings in the way he wanted so there was some time there too.
>
> >>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.
>
> You can assign a standard weight map to a deformer too, weight containers
> are just another method to do so. As Tim points out, a Weight Container
> is really more like a Weight Map Item (or Proxy) it allows you to feed them
> into deformers even when no points or "weighting" has been added to them.
> The key concept here is that with WCs you can build a complete rig with no
> mesh involved at all... load this into a scene and then just add the points
> you want to weight into the WCs and the deformation setup will work on
> them. Once you do add the points in them, you can adjust the weights like
> you would with any weight map.
>
> >><SNIP>In Softimage you'd normally place the bones into a hierarchy and
> assign the weights to the joints. <SNIP>
>
> >>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. <SNIP>
>
> Modo allows you to work in this traditional method too... add a set of
> joints, in a hierarchy, to a mesh through the "bind" command and all of the
> joints will be assigned a set of weight maps. You can then add or
> subtract weights like you are used too... if you add to one joint it will
> take away from another. The WC way of working is not the only way.
>
> Also there is no "metadata" on a Weight Container, as far as the system is
> concerned its just another weight map. Its just defined a bit differently
> and provides a more flexible approach to how weights, rigs are applied and
> created.
>
> >>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?
>
> I did not cover all the different ways to use Order of Operation (OOO)
> deformations with using a hierarchy... so let me try and clarify a bit. You
> can use a standard hierarchy of bones if you want with the OOO method (with
> or without using Weight Containers) you just need to tell your joints to
> pass their local transformations into the deformer (which is just setting
> on the joints themselves). So you could have your standard set of joints
> and the animator can have access to them in the way you describe there.
> There are also other ways to provide controls to animators that don't
> require the joints... more on that another time.
>
> Anyway, I didn't show local transformations in the video because I was
> trying to make the idea of OOO very clear. To show the joints moving in
> local space seemed like it would cause more confusion.
>
> >>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.
>
> This is THE most important part of modo's deformation pipeline... Order of
> Operation. Its something I was exposed to at Rhythm and Hues and it was a
> mind blowing, eye opening experience for me. When I saw that modo was
> tackling deformations in the same way I was very excited. I was also
> impressed that Luxology was able to come up with a way to provide the
> standard normalized approach to weighting in a OOO system (using
> normalization groups). Basically you can have your deformation cake and eat
> it too.
>
> >>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.
>
> That example was more illustrative of the issue at hand than a true
> practical case, that said, its how I would handle sculpt offsets for an
> elbow I was rigging too. I personally find it about as strait forward as
> you can get. I like having explicit point control over my shape.
>
> >>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.
>
> Of that I have no doubt... the stuff you guys can do in ICE is down right
> amazing :)
>
>
> -Rich
>   Tim Crowson <[email protected]>
>  Saturday, April 13, 2013 11:11 PM
>  Rich may be along shortly to clarify some things...
> -Tim C.
>
> On 4/13/2013 2:25 PM, Eric Turman wrote:
>
>   Eric Turman <[email protected]>
>  Saturday, April 13, 2013 3:25 PM
> 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!
>
>
>
>
>
> --
>
>
>
>
> -=T=-
>   jo benayoun <[email protected]>
>  Saturday, April 13, 2013 2:33 PM
> 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 :
>   Sebastien Sterling <[email protected]>
>  Saturday, April 13, 2013 12:39 PM
> (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 ?
>
>
>
>


-- 




-=T=-

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