Yeah it did, so get on compiling us some custom objects plug-ins with pretty icons Alan!!

On Tuesday, February 18, 2014 4:28:14 PM, Alan Fregtman wrote:
/>> 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 <adamfs...@gmail.com
<mailto:adamfs...@gmail.com>> 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
    <ethivie...@hybride.com <mailto:ethivie...@hybride.com>> 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:*softimage-bounces@__listproc.autodesk.com
                    <mailto:softimage-boun...@listproc.autodesk.com>
                    [mailto:softimage-bounces@__listproc.autodesk.com
                    <mailto:softimage-boun...@listproc.autodesk.com>]
                    *On Behalf Of *Siew
                    Yi Liang
                    *Sent:* Monday, February 17, 2014 10:29 AM
                    *To:* softimage@listproc.autodesk.__com
                    <mailto:softimage@listproc.autodesk.com>
                    *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
                        <mirkoj.anima...@gmail.com
                    <mailto:mirkoj.anima...@gmail.com>
                    <mailto:mirkoj.animator@gmail.__com
                    <mailto:mirkoj.anima...@gmail.com>>>
                    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
                        <peter....@googlemail.com
                    <mailto:peter....@googlemail.com>
                    <mailto:peter.agg@googlemail.__com
                    <mailto:peter....@googlemail.com>>> 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
                        <mirkoj.anima...@gmail.com
                    <mailto:mirkoj.anima...@gmail.com>
                    <mailto:mirkoj.animator@gmail.__com
                    <mailto:mirkoj.anima...@gmail.com>>>
                    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 <soni...@gmail.com <mailto:soni...@gmail.com>
                    <mailto:soni...@gmail.com
                    <mailto:soni...@gmail.com>>> 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



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