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! >