Comments below...
On 12/11/2013 1:11 PM, Eric Thivierge wrote:
After
you import an ICE Compound to the ICE Tree, right click on the
node and go to properties. You can see the version number in
there. Yes the highest versioned compound is used as well.
[SM]: Ah, nice! There's also a little sub-menu from where I
can apparently switch version numbers... neat!
The rig is probably changing bone lengths instead of scaling which
is probably where you're hitting the problems.
[SM]: The deformers are actually a bunch of nulls that are
constrained to objects constrained to other objects that are
constrained to a path (it'd take me time to explain the entire
rig... this is just a part concerning the deformers). The scaling is
handled by a master control at the top of the hierarchy, and the rig
elements inherit the scale change. Everything works fine, and if I
stick to using linear deformations (using an envelope operator),
things are peachy. The problems start when I disable the envelope
operator and use the DQ node in ICE instead.
On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote:
Hmmm... interesting. There are three DQ
compounds in there. What would
appear to be a 1.0 (since it has no version number), a 2.2, and
a 3.0.
There are differences internally for each compound version, and
after
examining the files I've been working on, it seems we've been
using
v3.0 (even though there are three DQ compounds in the folder,
only one
is displayed in SI's node list, which I guess means SI will list
the
one with the highest version number).
On 12/11/2013 12:09 PM, Grahame Fuller wrote:
V3.0 was added quite a while ago.
Right-click on the compound in the preset manager and choose
Open Containing Folder. What's the version number on the file
name?
gray
From:[email protected]
[mailto:[email protected]] On Behalf Of
Sergio Mucino
Sent: Tuesday, November 12, 2013 11:58 AM
To:[email protected]
Subject: Re: DQ Deformation compound and scaling...
I guess you're talking about SI 2014. We're on 2012, so no go
for us on this one.
Thanks! Still good to know.
[cid:[email protected]]
On 12/11/2013 11:56 AM, Grahame Fuller wrote:
Right, the shipped version 3.0 should support scaling, but it
doesn't handle animated bone length.
gray
From:[email protected]<mailto:[email protected]>
[mailto:[email protected]] On Behalf Of
Ahmidou Lyazidi
Sent: Tuesday, November 12, 2013 12:42 AM
To:[email protected]<mailto:[email protected]>
Subject: Re: DQ Deformation compound and scaling...
At some point the factory compound was updated to support
scaling. The current version of the scaling compound is 3.0
which one are you using ?
-----------------------------------------------
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com
2013/11/12 Raffaele Fragapane
<[email protected]<mailto:[email protected]><mailto:[email protected]><mailto:[email protected]>>
By default DQ doesn't consider scaling. The original paper
omits it too as it's not that common at bone anim level in
games (which is what the paper focused on).
We had the same issue with the DQ compounds when they were
offered and we tested them, so we ended up cooking our own to
account for scaling. It's not that hard to do, but it's more
than just adding scaling up or downstream from DQ unaltered.
As it's work done for Animal I can't disclose details, sorry
about that, but if it's worth anything to you to know: it's
perfectly possible with no noticeable effect on performance
and not particularly hard to do.
On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino
<[email protected]<mailto:[email protected]><mailto:[email protected]><mailto:[email protected]>>
wrote:
I have an interesting issue at hand. It seems that the
shipping Dual Quaternion Deformation ICE compound does not
take into account scaling. I'm using it for one of our rigs,
and scaling down the rig scales things properly, but the
deformations on the mesh are still being calculated in a
non-scaled space, it seems (they are quite exaggerated when
the rig is scaled down).
First, I thought I could try fixing it myself by multiplying
the calculated deformations by the scale factor from the rig,
but that didn't work. I googled a bit, and found a Dual
Quaternion Deformations 2 compound, which seems to support
scaling. I downloaded it, but it made no difference. Taking a
closer look at it, it's doing exactly what we were doing here
to fix the first compound (taking the matrix from the mesh,
inverting it, and multiplying it by the vector coming from the
skinning nodes), but it made no difference. The deformations
are still not scaling down.
I turned off the ICE tree and re-enabled my envelope (it's
still there, I just mute it when enabling the ICE tree), and
the deformations are ok there (I just need to use DQ on this
mesh, that's why I'm not using the envelope), but re-enabling
the ICE DQ deformer gives me the wrong deformations.
Has anyone seen this before? Any known cures for this ailment?
Thanks!
--
[cid:[email protected]]
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