There have been a couple of attempts to establish alternatives to weight painting, but none of them prevailed.

Before there was weight painting in Maya there was "rigid skinning" with special deformers to
enhance the shaping of the mesh in areas around the joints.

Mark Snowswell suggested an alternative approach as part of the ACT (Advanced Character Techology) toolset for Max back then, which was basically a by-product of his reseach into muscle-based deformation. I believe it offered automatic volume preservation, but I dont't remember what the actual approach was. Yomehow the sking weights were figured out automagically for a given joint hierarchy.

Then of course there is volume-based assignment of vertices to bones, which used to be the only method in Max using the Physique modifier, which allowed to define bubble shapes around the bones to set skin-weights for vertices inside those bubbles. The Skin modifier that was later introduced allowed a similar, but less flexible apporach (bubbles could only be shaped using different radii along the length). I believe Massive allows volume-based skin weights definition too if you import assets that have no envelopes assigned yet.

The problem I see with automatic or semi-automatic assignment is that more often than not you need minute control over distinct vertices at some point in production, and so far the only method giving you that is by using per-vertex based deformers and assignment tools. That doesn't mean there is no room for improvement or innovation - for me dual quaternion skinning came out of nowhere too just when I thought the usual skinning approach was cool.




Life would so much easier if we had a gold set of standards for procedures and outputs ;)

I must admit I never really liked the painting weights idea. I understand how it works but Its always worried me that its seems a much more complex system then should be required. I have always wondered if you could get the mesh to work better off something simpler like volume deformers on the bone and the joints. Tie that in with not allowing the volume deformers to penetrate each other and you would be a long way there.

We have seen some amazing advances in Rendering of late. Arnold and Redshift spring to mind. Its about time enveloping / painting weights has a total rethink. Its a more then a decade old solution to a problem that was never effectively solved in the first place.



From: Raffaele Fragapane <[email protected]<mailto:[email protected]>> Reply-To: "[email protected]<mailto:[email protected]>" <[email protected]<mailto:[email protected]>>
Date: Monday 15 April 2013 9:41 AM
To: "[email protected]<mailto:[email protected]>" <[email protected]<mailto:[email protected]>>
Subject: Re: Modo's Deformation (Weight Containers)

It's one of those things that must have sounded great in theory (I remember Alias reps telling us how we would have never have had to worry about topology again, all we needed was one half arsed UV map and we'd do our weights only once in our life, ever).
It's a shame it ended up being absolute crap :p

The painting tools though do reflect that a lot, but yeah, it's not entirely correct to assimilate the two.

I'm surprised AD hasn't standardized a plugin by buying it yet. I mean seriously, what is 2014, Maya 13? 14? And still no two people agree on how to save per vertex data.

Anyway...

On Mon, Apr 15, 2013 at 5:37 PM, Stefan Kubicek <[email protected]<mailto:[email protected]>> wrote: I think you are confusing this with the skin weights import and export tools that ship with Maya, which are indeed crap. Hence the array of third party scripts in this area. Weight painting is, admittedly, not less solid than what Softimage has to offer in this regard though.


<table width="100%" border="0" cellspacing="0" cellpadding="0" style="width:100%;">
<tr>
<td align="left" style="text-align:justify;"><font face="arial,sans-serif" size="1" color="#999999"><span style="font-size:11px;">This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. </span></font></td>
</tr>
</table


--
-------------------------------------------
               Stefan Kubicek
-------------------------------------------
           keyvis digital imagery
          Alfred Feierfeilstraße 3
       A-2380 Perchtoldsdorf bei Wien
         Phone:    +43/699/12614231
      www.keyvis.at  [email protected]
--  This email and its attachments are   --
--confidential and for the recipient only--

Reply via email to