And if you want to make it even faster just solve it as a set of sources using a Poisson process and then you can likely skip the voxelization of the mesh. Actually creating the voxels seems like an excessively slow way to do it. -ben
On Tue, Mar 18, 2014 at 10:43 PM, Bk <[email protected]> wrote: > 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. >> > -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Clara.io - Professional-Grade WebGL-based 3D Content Creation

