This was the solution I came up with. Still refining it to have more options per null but already using it in production.
Cheers https://vimeo.com/84025815 On Mon, Jan 6, 2014 at 10:15 PM, Manny Papamanos < manny.papama...@autodesk.com> wrote: > Perhaps deform by volume? > This doesn't deal with weight though but can be flexible since you can > interactively mod the radius on the volume deformers. > > > Manny Papamanos > Product Support Specialist > Americas Frontline Technical Support > > > From: softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] On Behalf Of pedro santos > Sent: Monday, January 06, 2014 4:45 PM > To: softimage@listproc.autodesk.com > Subject: Envelopes, Weights, Deformers and setting them up. > > Hi > We use Species here for ease and speed. So the head and jaw have their > deformers, and the facial expressions are done through Shapes on a FaceRig > panel. For some time now the animator wants some additional Facial controls > so he isn't restricted by the range of the shapes. And he wants something > that does not turn into a cumbersome task given the revisions/iterations > over an asset. I'm fairly new to Softimage and these were the approaches I > went about: > > > Doritos > I had it setup, just one thing that is dragging the process; Envelopes are > generated by distance but there's always normalization. So if I want them > to just have a straight spherical falloff into black I can't. Or even to > falloff into another dummy null weight, I can't. So I had to paint, around > the ears, on the top of the head and sides, neck, etc. I was trying to > minimize paitings so iterations on a model's rig can be faster. > I could put an inplicit per Derformer set on Bounding Volume > Limit. But > it's an abrupt cut off. > > > Deform by Spine > Creates the falloff I want from the curve. I like the "drawn" deformations > it does on mouth and eyes. I do an operator per curve, since the combined > weights of several curves seems wonky. The downside seems to be that I > can't transfer them with GATOR. How would you come about to transfer Deform > by Spine between objects to save time? > > > General Concerns. > I come from Lightwave and Envelopes to me seem to be like a box of weights > that are usually normalized. I see that deformers like Cage, Spine also > generate such box of weights, but they don't seem to be handled as > envelopes. > How flexible and manipulated can be weights and the underlying connections > of Softimage between the mesh object, the weight, the control null and the > deforming operator?? Seems to me that such weights don't exist without the > deformers. > > > This Image< > https://dl.dropboxusercontent.com/u/143766132/Forums/SI-Community/WeightMapsDeform.png> > illustrates what I'me trying to do. > > Cheers > probiner > -- [img]http://i153.photobucket.com/albums/s202/animatics/avatar_1.gif[/img]