Or use mine and add as many shapes as you want in a json file! ----------------------------------------------- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com
2014-02-18 22:29 GMT+01:00 Eric Thivierge <[email protected]>: > 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 <[email protected] >> <mailto:[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] <mailto:[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:*softimage-bounces@__listproc.autodesk.com >> <mailto:[email protected]> >> [mailto:softimage-bounces@__listproc.autodesk.com >> >> <mailto:[email protected]>] >> *On Behalf Of *Siew >> Yi Liang >> *Sent:* Monday, February 17, 2014 10:29 AM >> *To:* [email protected].__com >> <mailto:[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]> >> <mailto:mirkoj.animator@gmail.__com >> >> <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]> >> <mailto:peter.agg@googlemail.__com >> >> <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]> >> <mailto:mirkoj.animator@gmail.__com >> >> <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]> >> <mailto:[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 >> <tel:%2B44%207512%20361462> | Phone: +44 2890 >> 204739 <tel:%2B44%202890%20204739> >> [email protected] <mailto:[email protected]> >> <mailto:[email protected] >> <mailto:[email protected]>>|w__ww.inlifesize.com >> <http://www.inlifesize.com> >> <http://www.inlifesize.com> >> >> >> >> >> >> >> >

