I saw that video a while ago. I would expect to see this show up in
Maya sometime 'soon' (hopefully).'

On 09/01/2014 10:38 AM, Eric Thivierge
wrote:
I
posted this on the Softimage User Voice but I really really want
to try this Geodesic Voxel Binding:
https://vimeo.com/69268846
On Thursday, January 09, 2014 10:34:36 AM, Sergio Mucino wrote:
I've been doing quite a bit of rigging in
Modo lately, and I have been
very surprised by its capabilities.
One thing they do support is heat mapping. It's quite nice to
use,
but there are several requirement that need to be met for a mesh
to be
acceptable for heat binding. I don't know if all heat mapping
implementations are based on the same algo(s), and therefore,
inherit
the same requirements, but here they go (copying/pasting from
the docs):
/--//Mesh must form a volume, though holes are supported (such
as eye
sockets).//
////--//Target mesh must be //only//polygonal, no single
vertices,
floating edges or curves can be present.//
////--//No shared vertices, edges or polygons (non-manifold
surfaces)
allowed between multiple components. //
////--//All joints must be contained within the volume of the
mesh. /
Otherwise, you can still use the available smooth or rigid
binding
methods. I don't know if any problems you ran into could be due
to
some of these conditions, but there... just in case.
On 08/01/2014 8:31 AM, Sebastien Sterling wrote:
One feature i would have loved to see
implemented across the board of
autodesk products (apart from Alembic which should really just
be a
new standard by now...) is the heat map algorithm. in theory,
is this
that difficult to implement in Soft and Max ? apparently it
was made
by a bunch of students checking up on heat distribution
algorithm
papers for designing old radiators.
http://www.youtube.com/watch?v=aCBx8MjEvvo
On paper it looks like the best shit ever, so we of the CHR
Dep
wanted to use it to test characters for deformation in maya
pre
rigging. trouble was, apparently its extremely susceptible,
and i'm
not quite sure to what, topology, mesh density... but in any
case a
Lead at rigging scripted a small ui allowing us to just bypass
most
of the checks, making the tech actually usable, and it worked
great... until we realised that it actually pops vertices
slightly
away from their initial position... in fairness we used a
script to
access these capabilities so maybe that caused the problem, i
doubt
it but there was tampering, maybe someone else has had more
controled
experiences with Heat mapping, like i said before it still
seems like
a really useful addition,
On 8 January 2014 10:52, Tim Leydecker <[email protected]
<mailto:[email protected]>> wrote:
Using a 3DSMax rigged sample character scene from the UDK
docs,
I made a roundtrip through Maya and Softimage using the
*.fbx format.
I didn´t try to export any rig controls, just a "human"
rig.
It´s worth checking to have the latest *.fbx version
installed and
using an export preset that seems applicable, I think I
resorted to
"Autodesk Media Entertainment 2012 bla" (im on 2012´s).
I can´t say if that was the best way but that roundtrip
worked.
I ended up with Maya/3DSMax/Softimage each having the
rigged,
animated character in a scene.
In my case, there was some nuisance with the BIPED rig
getting
interpreted as a second rig
the character is rigged to in Softimage, I had to delete
that
biped in XSI to get back to
similar results as in 3DSMax, leaving only the rig meant
for
export - it is likely that was
my export settings or selection settings. I had straight
results
going from Maya to Softimage.
Cheers,
tim
On 07.01.2014 23:58, Steven Caron wrote:
this thread is some what well timed... i am in maya
right
now. i need to get a mesh and its skin/envelope into
softimage. i did not rig this object and i don't know
enough
about
maya to try and understand it through inspection. in
softimage i would select the mesh, then select the
deformers
from envelope, then key frame those objects and remove
the
constraints on them in mass with 'remove all
constraints'
is NONE of that doable in maya? cause i am having a
hell of a
time figuring it out.
s
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