Okay. I think this sorta worked, but I cannot be too sure for one
reason... only the hair on the head is moving.
The reason for this might be that the head has a Weight Map that has the
hair weighted to 1 on it. This map is then referenced by the Modeling
ICE tree (which I moved over to Shapes before freezing the Modeling
stack, to avoid losing it) so that I can quickly update any modeling
revisions done to the hair.
So, for some reason, it seems this weight map is preventing the rest of
the head from moving. However, I cannot know if it has something to do
with the ICE Tree in the Shapes stack (since they cannot be muted, I
have no idea), or with the data stored in the Shape Cluster. Is there
any way I can visualize the data stored in the attribute holding the
deltas? That would allow me to know if the stored deltas are wrong, or
if it has something to do with the other operators in the stack.
Thanks!
*Sergio Mucino*
Lead Rigger
Modus FX
On 19/09/2013 4:28 PM, Sergio Mucino wrote:
Okay, I think I misunderstood what you suggested. I was referring to
Point Clusters, whereas you mentioned Shape Cluster. I will look into
that right now.
*Sergio Mucino*
Lead Rigger
Modus FX
On 19/09/2013 4:18 PM, Sergio Mucino wrote:
Thanks Christian. Couple of questions...
1. Which property in a cluster can I save vector data onto? I can't
seem to find any. I also looked at adding my own custom parameter,
but there seems to be no support for vector data types. Am I missing
something? (Forgive me, this is my 4th day using SI) (And it seems
that Set Data doesn't like Clusters in general... I can't get it to
select anything).
2. Freezing the stack... I'm not sure about the implications of this.
AFAIK, freezing the stack will delete all deformations happening in
it, right? This particular model uses two ICE trees at different
parts in the stack. Under the Modeling section, I have an ICE Tree
that just gets and sets point position data. I use it to reference
into the model some shape changes that come from revisions. It's
basically a simple Shape 'morpher'. That way, if another revision
comes in, I'll just reference it, and my head updates.
The second ICE tree is the one than I'm trying to build, which is
under the Animation section. I'm not sure how I'd go about freezing
the stack and keeping these trees alive. Can you elaborate if you
have some time about what you meant?
Thanks again!
*Sergio Mucino*
Lead Rigger
Modus FX
On 19/09/2013 3:54 PM, Christian Freisleder wrote:
hey,
you could save a offset map in a shape cluster property.
you subtract the point pos of both heads and save the value in that
cluster.
then you freeze the stack and and add the value of that property to
the point positions of the other head.
freezing the modeling stack is enough.
hope that gets you going.
christian
On 19.09.2013 21:30, Sergio Mucino wrote:
Okay. I'm trying to figure out how I'd need to go about getting
this to work.
I have a character with two different models for its head. One has
a nose, one doesn't. At one point, the animators will need to
switch to one or the other, so both models are needed.
The head with the nose (lets call it HeadNose) is already rigged
and deforming. The rig and the deformations stack is rather
complex, with this head making references to another head model via
an ICE tree, plus an Envelope that references other objects. My
entire point with this, is that I cannot just transfer the
deformations from one model to another via GATOR, since I cannot
get the deformations from just one place.
So, my idea was to create an ICE tree on the head without nose
(lets call it HeadNoseless), and make it reference the points on
HeadNose to use the same positions. This effectively 'snaps' the
verts on this head to the other one. Both models are exactly the
same topology (the nose was removed by sculpting it flat,
basically), so in essence, this works.
The problem, of course, is that by doing this, the nose comes back,
since the points for it that were flattened are repositioned to
match the existing nose. To avoid this, I thought of using a Linear
Interpolation between both heads, using a Weight Map I painted just
on the nose area to determine which points will move based on whom
(I of course used the HeadNoseless PointPos attribute as the source
of the second position for the points). This worked, leaving the
nose flattened, but it creates the problem that HeadNoseless
follows the deformations of HeadNose correctly, except in the nose
area (since it was painted out), leaving the flattened nose
floating in space.
So, I decided that what I need to do is to keep the nose flattened
like this, but get it to read the positions of its matching points
on HeadNose, and move the same amount but keeping the existing
delta between them. That way, I could get to keep the nose's
current flattened shape, but it'd move matching the movements of
the HeadNose object.
And that's where I'm stuck. I've tried to implement this in
different ways, but I can't seem to be able to get the proper nodes
and operations to get this to work. I know I need to add movement
to the existing point positions, but it has to be relative to these
positions.
If anyone has any pointers around how to achieve this, I'm all ears.
Thanks!
--
*Sergio Mucino*
Lead Rigger
Modus FX
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