Awesome thanks raff, will mess with this today. I need to watch week 7 too!


On Tue, Jun 18, 2013 at 8:16 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Actually:
> "but instead of using one transform for the whole set, those vectors are
> saved after a local transform for each point is obtained"
> You will need to test yourself. The principle is what I describe, but I
> don't remember if Soft saves the transformed vectors or uses the transforms
> at the end of the process and leaves the displacement vector otherwise
> unaffected before then.
>
> It's easy enough to test with X, Y and Z aligned unit vectors in the
> shapes and a deforming mesh. I'm quite, but not 100% positive they are
> pre-transformed when saved, but it's been a long time since I checked :p
>
>
> On Tue, Jun 18, 2013 at 10:13 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> I think I go over it in week 7 actually, and I know you do have it
>> already so not like I'm peddling :p
>>
>> But in terms of shape animation, you have three modes in Softimage.
>> Global and Object are fairly self explanatory in how the displacement
>> vector that moves one base point to its target shape is oriented. If shapes
>> happen before other deformations, those are fine.
>>
>> However, if you save a displacement vector moving a point on the top of a
>> head by one unit in Y, oriented to the object, when the envelope bends that
>> head forward and you apply the shape AFTER the envelope, you are left with
>> a stray point still moving in object Y.
>>
>> Local relative shapes in Soft still save a displacement vector like the
>> other modes, but instead of using one transform for the whole set, those
>> vectors are saved after a local transform for each point is obtained, so
>> that if you move a set of points, that vector multiplied by the transform
>> of each point will still produce a displacement similar to the one intended.
>>
>> Now, points don't have a full transform, they have a position, and
>> possibly a normal and a set of edges coming off it, so you have to figure
>> out a coherent, repeatable (after points move) transform with those.
>>
>> AFAIK Soft uses a simple system, Normal = Y axis, first edge projected on
>> the normal plane then normalized = X axis, the cross product between the
>> two (with the right handedness and normalized again for good measure)
>> produces the Z. You can then transform your displacement in object space by
>> the inverse of that transform, and it will become "point neutral" in a way,
>> at least for storage.
>> When time comes to re-apply it, after the mesh has deformed, you
>> re-derive that point's transform the same way, and multiply that vector by
>> it, and it will be "mesh relative".
>>
>> Of course it comes with fringe cases (IE: first edge aligned to the
>> normal, resulting in a 0 vector for X), but those fringe cases would
>> normally imply someone who modelled, or subsequently deformed the mesh
>> needs to be chemically castrated ASAP, lest they have kids just as stupid.
>>
>>
>>
>>
>> On Tue, Jun 18, 2013 at 9:54 PM, Enrique Caballero <
>> enriquecaball...@gmail.com> wrote:
>>
>>> raff thats really interesting and explains why in some of my shapes my
>>> method doesn't work. properly
>>>
>>> *(normal - normal x 1st edge - previous axis x normal)*
>>>
>>> could i ask you to go into more detail on this please.
>>>
>>>
>>> On Tue, Jun 18, 2013 at 12:02 PM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
>>>> Duplicate mesh twice, fix one, subtract point pos of one from the
>>>> other, freeze, transfer frozen ice attributes to original mesh.
>>>> Works fine for world and object. For component relative (equivalent to
>>>> local) it's a bit trickier as you will have to transform the resulting
>>>> vector (object space) by the inverse of the component transform (normal -
>>>> normal x 1st edge - previous axis x normal), and then transform it by the
>>>> component transform on the mesh it's applied to, but can still be done.
>>>>
>>>> Corrective shapes are best done in ICE :p
>>>>
>>>>
>>>> On Tue, Jun 18, 2013 at 5:27 AM, Alan Fregtman <alan.fregt...@gmail.com
>>>> > wrote:
>>>>
>>>>> Hey guys,
>>>>>
>>>>> I'm curious if anyone has already tackled the problem of creating a
>>>>> corrective shape (that is, a shape difference in a pose that has been
>>>>> readjusted to be relative to the neutral character pose) when
>>>>> SecondaryShapeModeling isn't viable?
>>>>>
>>>>> If you use classic envelopes and the ClusterShapeCombiner, you can
>>>>> make adjustments in SecondaryShape mode and store a shape that is
>>>>> automatically adjusted to the neutral pose for you, and that's cool, but 
>>>>> if
>>>>> you have anything much fancier, it doesn't do the neutralization right.
>>>>>
>>>>> I'm contemplating perhaps storing the shape vector difference relative
>>>>> to the PointReferenceFrame matrices; maybe that'll do it. Any other/better
>>>>> ideas?
>>>>>
>>>>> Cheers,
>>>>>
>>>>>    -- Alan
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>> it and let them flee like the dogs they are!
>>>>
>>>
>>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
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