Unless there is some clever part that Im missing, It's not a hard thing to implement. Fill a volume with voxels. Spread out( iterate) influence from bones across the volume particle to particle by neighbours. Get closest voxel to surface and find resulting influence for each bone. Normalise and write to envelope . I'd be bold enough to suggest it could be done in ICE in a day.
On 19 Mar 2014, at 02:35, Eric Thivierge <[email protected]> wrote: > Unfortunately have to agree with Luc-Eric on this point. Blender probably has > a heat map algo or something. I haven't seen the geodesic anywhere but the AD > research vid from around last Siggraph. > > -------------------------------------------- > Eric Thivierge > http://www.ethivierge.com > > > On Tue, Mar 18, 2014 at 10:31 PM, Luc-Eric Rousseau <[email protected]> > wrote: > On Tue, Mar 18, 2014 at 3:05 PM, Paulo César Duarte > <[email protected]> wrote: > > Agree, and the geodesic voxel binding skin algorithm, Blender already have > > at least 1 year ago or more. In other words, no innovation, only > > implementation of existing tools. > > Got a link to that? Geodesic voxel binding is research by Autodesk. > >

