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>
>>
>>
>>
>>
>>
>>
>>
>

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