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

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