*>> Just wish there was the option to have more shapes for nulls...*

Didn't SI2014 come with a "custom primitive" SDK enhancement?



On Tue, Feb 18, 2014 at 3:32 PM, Adam Sale <[email protected]> wrote:

> I've requested the primitive bone fix for sym maps about 6 times now...
> Nulls are it as an alternative. Just wish there was the option to have
> more shapes for nulls as well as offsetting orientation in the shadows.
>
>
> On Mon, Feb 17, 2014 at 12:47 PM, Eric Thivierge 
> <[email protected]>wrote:
>
>> If you're using the implicit bones with success and don't need any of the
>> benefits of the Softimage bone chains just use Nulls. It's typically what
>> I"m using.
>>
>> Eric T.
>>
>>
>> On Monday, February 17, 2014 3:16:29 PM, Siew Yi Liang wrote:
>>
>>> @Matt Morris: I didn't know that actually, that is fantastic! Going to
>>> try it ASAP~
>>>
>>> @Matt Lind: I know, I should pick up more scripting knowledge... I
>>> only just started recently working with the XSI API (and python in
>>> general), so gimme a chance to catch up to you guys :D
>>>
>>> @Eric: That explains it. I was wondering why it was working with my
>>> main biped rig but not with the facial rig. (my biped rig is using
>>> nulls for deformers but I found out about implicit bones halfway and
>>> wanted to use them to see if I could then have a distinct type for
>>> them so that my controls could be selected using the null selection
>>> filter and my deformers using the bone filter instead.) So would  you
>>> would recommend sticking with nulls/standard bones for defomers?
>>>
>>> Thanks a ton guys! Once I get a chance in the next few days I'll try
>>> GATORing the weights over to a merged mesh, edit them, and then bring
>>> them back to the main mesh.
>>> Yours sincerely,
>>> Siew Yi Liang
>>> On 2/17/2014 11:37 AM, Eric Thivierge wrote:
>>>
>>>> In regards to the Symmetry Map not working, if you are using the
>>>> implicit bones as you've said previously it won't work because they
>>>> haven't fixed this script to compensate for using this object type
>>>> which was only introduced with ICE Kinematics. It's been requested
>>>> quite a few times but I haven't seen it fixed yet, then again I don't
>>>> use the implicit bones much.
>>>>
>>>> Eric T.
>>>>
>>>> On Monday, February 17, 2014 2:27:26 PM, Matt Lind wrote:
>>>>
>>>>> I solved the problem for our pipeline by writing a tool which is
>>>>> similar to GATOR but runs as a command instead of an operator. The
>>>>> advantage is the tool can operate on selected subcomponents instead of
>>>>> the entire mesh.  A further embellishment I exposed was different
>>>>> methods for searching the source mesh for envelope weights.  The user
>>>>> was free to move between built-in methods such as closest location,
>>>>> raycast, closest vertex, ... as well as other custom criteria I devised
>>>>> myself.
>>>>>
>>>>> I also wrote a dedicated clothing transfer tool which allows weights
>>>>> to be painted on our main character, then transferred and refit onto
>>>>> the other characters while accounting for changes in proportions of
>>>>> limbs and torso, for example.
>>>>>
>>>>> It's a very solvable problem if you crack open the script editor.
>>>>>
>>>>> Matt
>>>>>
>>>>> *From:*[email protected]
>>>>> [mailto:[email protected]] *On Behalf Of *Siew
>>>>> Yi Liang
>>>>> *Sent:* Monday, February 17, 2014 10:29 AM
>>>>> *To:* [email protected]
>>>>> *Subject:* Re: Paint weights across multiple envelopes? And symmetry
>>>>> mapping errors....
>>>>>
>>>>> The problem is...my mesh is already split up into pieces when i was
>>>>> starting to weight them. The full body mesh doesn't exist anymore, the
>>>>> hidden faces are already gone. :X
>>>>>
>>>>> Also I tried duplicating all the geometry and merging it together
>>>>> while trying to preserve the existing weighting so I could continue
>>>>> working on it and then GATOR the weights back to the seperated geo
>>>>> later, but merging the geo together even while transferring all
>>>>> attributes seemed to remove the weighting from the character
>>>>> entirely...
>>>>>
>>>>> I'm wondering if I should just bite the bullet and paint the weights
>>>>> manually at this point via numerical input. It's a pain, but right now
>>>>> I don't know of any other method that wouldn't be overly troublesome,
>>>>> short of modeling the hidden polys again and combining them back into
>>>>> the body mesh. The lack of ability to mirror weights on the head is
>>>>> going to be a real pain to get the rig to behave symmetrically though.
>>>>>
>>>>> Hopefully the paint tools get an update eventually for this sort of
>>>>> thing...I never even knew painting across multiple meshes was an
>>>>> issue, no wonder it's recommend to model unibody in XSI. Oh well,
>>>>> something new every day! :P
>>>>>
>>>>> Thanks for the advice all!
>>>>>
>>>>> Yours sincerely,
>>>>> Siew Yi Liang
>>>>>
>>>>> On 2/17/2014 3:14 AM, Greg Maguire wrote:
>>>>>
>>>>>     This is my preferred method too. ILM had a really cool concept I'd
>>>>>     like to see in Soft. Instead of painting with the radius of a
>>>>>     circle, make the brush three dimensional like a ball. Wings can be
>>>>>     tricky, I generally chop the top or bottom part of a wing off and
>>>>>     Gator everything. However a 3D ball would remove that need.
>>>>>
>>>>>     On Mon, Feb 17, 2014 at 11:08 AM, Mirko Jankovic
>>>>>     <[email protected] <mailto:[email protected]>>
>>>>> wrote:
>>>>>
>>>>>     You dont even have to merge them, gator will manage just fine for
>>>>>     example:
>>>>>
>>>>>     paint weigh on full body mesh
>>>>>
>>>>>     duplicate body mesh and delete all non seen polys, you dont need
>>>>>     them, but you can jstu skip this and just keep full body mesh if
>>>>>     you dont mind having not seen polygons, maybe even better if cloth
>>>>>     materials have sometranslucency
>>>>>
>>>>>     then GATOR shirt, pants.. any other cloth or prop object.
>>>>>
>>>>>     It iwill follow full body mehsh just fine
>>>>>
>>>>>     Tweak here or there if needed but in mosta case it works pretty
>>>>> fine
>>>>>
>>>>>     On Mon, Feb 17, 2014 at 11:43 AM, Peter Agg
>>>>>     <[email protected] <mailto:[email protected]>>
>>>>> wrote:
>>>>>
>>>>>     Yep, I do as Mirko does for this stuff, the envelope tools are
>>>>>     fairly limited for a lot of this fiddly kind of things.
>>>>>
>>>>>     If you're merging existing geo together make sure everything is
>>>>>     welded - Polygon Islands are a pain to deal with as well. Ideally
>>>>>     you want some kind of single mesh body-glove for the 'master'
>>>>>     envelope.
>>>>>
>>>>>     On 17 February 2014 10:34, Mirko Jankovic
>>>>>     <[email protected] <mailto:[email protected]>>
>>>>> wrote:
>>>>>
>>>>>     Not sure how others deal with it but when having character that
>>>>>     will have cltoth weighted and simulated I like to have an mesh
>>>>>     with full body, and then 2nd mesh with only visible parts, hands,
>>>>>     neck, head etc...
>>>>>
>>>>>     Then painting weights on full body  mesh only, GATOR-ing
>>>>>     everything else and then for animationa nd everything els using
>>>>>     only cloth and partialy bodu mesh, and full body mesh is left out
>>>>>     of model not used for anything esle but for painting and GATOR-ing
>>>>>     weights to all other meshes on characters.
>>>>>
>>>>>     On Mon, Feb 17, 2014 at 11:30 AM, Siew Yi Liang <[email protected]
>>>>> <mailto:[email protected]>> wrote:
>>>>>
>>>>>     Hi all, sorry for another silly question, but I've just spent the
>>>>>     better part of 3 hours trying to find a solution: is there
>>>>>     actually a way in XSI to paint across multiple envelopes at the
>>>>>     same time, assuming they have the same deformer influences? I've
>>>>>     been searching around for a way to do so but it doesn't seem like
>>>>>     I can, and the best I can hope for is to GATOR over the points I
>>>>>     want?
>>>>>
>>>>>     The problem is that I have a character split up into several
>>>>>     parts, so weighting the areas where neck meets shirt, torso meets
>>>>>     pants etc. is a little annoying when I can't paint across them
>>>>>     seamlessly. I've actually never had to deal with this before in
>>>>>     XSI, so I have no idea if this is actually possible?
>>>>>
>>>>>     Additionally, when trying to create a symmetry mapping template
>>>>>     for a certain geometry, I'm getting:
>>>>>
>>>>>     Application.CreateSymmetryMappingTemplate("", "", "", "")
>>>>>     # ERROR : 2057-GetSkeleton - Input object is not a skeleton object
>>>>>     - [line 492 in C:\Program Files\Autodesk\Softimage 2013
>>>>>     SP1\Application\DSScripts\enveloping.vbs]
>>>>>
>>>>>     The deformers affecting it are just implicit bones, so I'm not
>>>>>     sure what exactly the error is referring to -  I tried manually
>>>>>     creating the symmetry template myself and mirroring the weights,
>>>>>     but nothing happened. No error message appeared, but the weights
>>>>>     didn't mirror either.
>>>>>
>>>>>     The scene file is available at: http://1drv.ms/1cfWE34 , I'd
>>>>>     really appreciate it if anyone has run into this situation before
>>>>>     and could spare a few minutes to take a quick look! The head
>>>>>     geometry is the one giving problems (I thought it might have had
>>>>>     something to do with the ICE facial rig, but I froze those
>>>>>     operators and tried doing the symmetry template again and it still
>>>>>     gave the same issue...)
>>>>>
>>>>>     --
>>>>>
>>>>>     Yours sincerely,
>>>>>
>>>>>     Siew Yi Liang
>>>>>
>>>>>
>>>>>
>>>>>     --
>>>>>
>>>>>     *Greg Maguire* | Inlifesize
>>>>>     Mobile: +44 7512 361462 | Phone: +44 2890 204739
>>>>> [email protected]
>>>>> <mailto:[email protected]>|www.inlifesize.com
>>>>> <http://www.inlifesize.com>
>>>>>
>>>>>
>>>>
>>>
>>
>

Reply via email to