@Sajjad:

Thanks! Yep, I know about those features (I guess that's what the docs recommend for this sort of stuff??) I was just wondering if that's what most people did nowadays when it came to having to implement corrective shapes, especially since all the cool rigs I see these days have everything done in ICE...

@ CSaez:

That's exactly what I'm looking for! :D Thanks! (Had to look through your python to figure out how to use the compound though, haha. I'll dive through it and try to figure out what you're doing under the hood when I have some free time...it looks a bit more complicated than I thought it would be :X

Yours sincerely,
Siew Yi Liang

On 2/16/2014 6:41 AM, Cesar Saez wrote:
Hi there,

I did an ICE reader for riglab (I'm using it to drive riglab's spaces between behaviours for now), you can just rip the compound from here and it should work :)
https://github.com/csaez/riglab/blob/develop/riglab/data/compounds/riglab__ConeReader.xsicompound

Here's the python module I'm using to create/manipulate them, just in case you want to automate things a bit.
https://github.com/csaez/riglab/blob/develop/riglab/psd/reader.py

Cheers!


On Sun, Feb 16, 2014 at 7:49 AM, Sajjad Amjad <[email protected] <mailto:[email protected]>> wrote:

    Hello and welcome to the list,
    I'm not sure if I completely understand your question but you can
    certainly read orientations (bone, nulls, etc.) in ICE and you can
    also drive shape weights. I think it should then be possible to do
    what you require. Outside of ICE, have you looked at the "Link
    Deform with Orientation" command? This sits in: Animate > Deform >
    Shape > Deform Keys. Docs here:
    
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/shape_anim_DeformingaShapeBasedonPosesorOrientation.htm,topicNumber=d28e240340

    Hope this helps,
    Sajjad


    On 16 February 2014 08:42, Siew Yi Liang <[email protected]
    <mailto:[email protected]>> wrote:

        Hi all!

        First time posting on the list, so if this is too simple/inane
        a question, sorry. (I did google and si-community search this
        but didn't see anything on the subject so I thought I'd ask)

        I know of the Deform Shape Keys function for handling pose
        space deformation in XSI. However, as part of a small little
        project I'm working on, I was wondering if there was a way to
        emulate the workflow I use in Maya for such a task, which is
        to create pose readers, that read the angle between two
        joints, and then use that angle to drive a corrective
        shape...in ICE.

        I'm not super experienced in ICE, so I just wanted to ask if
        this was advisable/possible to do via ICE? I've poked around
        and bit and seen that I can get angle between two vectors, so
        I'm thinking it should? (though making that into an actual ICE
        poseReader compound is another matter of course)

        I would like to know if any pro riggers are willing to offer
        their advice on what you guys do to deal with this (short of
        doing actual muscle simulation), or if there's a common
        tutorial on such a subject or a specific compound made for
        this that I don't know of. Also would it be faster to use
        deform keys, or ICE for this sort of thing? I'm still not very
        clear on what tasks should/shouldn't be done via ICE, from a
        performance standpoint.

        The bigger part of this question is because I am thinking of
        (attempting to, at least) making a similar tool eventually in
        ICE that could emulate a corrective sculpting solution similar
        to Daniel S. Lima's blendshape corrective sculpt tools for
        Maya: http://danielslima.com/ Which allows for intermediate
        corrective sculpts to be made to the model, all in an
        interactive fashion. Would be really nice to have for simple
        rigs in lieu of a more elaborate muscle system.

        Thank you!

-- Yours sincerely,
        Siew Yi Liang




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