/>> 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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