I prototyped a delta mush in ICE to figure out my splice version 
(http://www.chris-g.net/2014/09/05/delta-mush-in-splice/) just cos I wasn't 
that familiar with fabric. 


Disturbingly easy!

On Mon, Sep 8, 2014 at 10:21 AM, Raffaele Fragapane
<[email protected]> wrote:

> Delta mush isn't a smooth di per se', it's a binding state trick.
> You smooth a mesh and save the delta of points from full detail to smooth
> in the bind pose, you then deform and smooth out the full mesh, and lastly
> re-apply the deltas back on the deformed smooth mesh to reinstate the high
> frequency detail and irregularities.
> A basic implementation like that is quite simple actually, and that's why
> it's kinda brilliant.
> It's pretty easy to do with OOTB XSI actually if you use ICE to apply
> shapes after the envelope, or use ICE to skin things in the modelling stack.
> Take mesh, smooth it, shape animate from smooth to HR with shapes set to
> local (it will use the local reference frame of each point).
> Then apply your skinning, and apply a smooth deformer on top. Lastly apply
> the local shape through ICE to recomputed point framesets.
> The reference frameset is trivial, Y is the normal, X or Z is the first
> edge projected on the normal's plane, the last axis is the cross product of
> the two.
> You also have ICE facilities for that, I believe, and if they match the
> same system used by local shapes they should just work.
> If you instead do the skinning in ICE in the modelling stack, then you have
> even less work to do, as you can use local shapes OOTB (they are meant to
> preserve local transforms in shape with something live going on in the
> modelling stack).
> On Mon, Sep 8, 2014 at 6:28 AM, Jason S <[email protected]> wrote:
>>  What I dont understand is, how does it smooth-out the visible yanks in
>> the mesh, but while not also shoothing-out the nose for example? does it
>> use the base static mesh shape or?
>>
>> nevertheless, 100% nice! :)
>>
>>
>>
>> On 09/07/14 9:19, Miquel Campos wrote:
>>
>> 100% ICE
>>
>>
>>  ----------------------------------------------------
>>
>> Miquel Campos
>> www.miquelTD.com
>>
>>
>>
>> On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling <
>> [email protected]> wrote:
>>
>>> Looks cool ! is this all in Ice ? or does it require another mesh to be
>>> smoothed out ?
>>>
>>>
>>> On 7 September 2014 05:14, Miquel Campos <[email protected]> wrote:
>>>
>>>> Hello,
>>>>
>>>>  I would like to share with you my Delta Mush ICE compounds (Or what I
>>>> guess delta mush is :P). I am pretty sure is not the best implementation of
>>>> Delta Mush (due my null maths skills ) but it is working kind of OK.  (Very
>>>> slow that is true  )
>>>>
>>>>  This version is using a simple average neighbours smoothing (I think
>>>> this is a uniform Laplacian), without any weighted average. That means that
>>>> can cause smoothing artifacts if the mesh have big differences between the
>>>> smallest and biggest  polygons. This artifacts normally show up with higher
>>>> mush iterations.
>>>>
>>>>  One little trick that I found is apply a relax before apply Delta
>>>> Mush.  So this uniform a little the size of the polygons
>>>>
>>>>  Also I found Delta mush is very impressive when you only have 1
>>>> deformer x Point. is like Voodoo magic ;)
>>>>
>>>>  Regarding experiments and errors, If the smoothing at origin is
>>>> different that the smoothing in the final, you can control how much the
>>>> detail is washout or exaggerate. I call it the body-builder effect.
>>>>
>>>>  https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar
>>>>
>>>>  I hope you like it!
>>>>
>>>>  if you have any improvement or smoothing  algorithm, please share it :)
>>>>
>>>>  Cheers,
>>>> Miquel
>>>>
>>>>  PS: you need to activate the delta mush in the sample scene. Check the
>>>> Second ICE tree in the animation stack.
>>>> PS2: Eddy share your OCD compounds, we want it!! ;)
>>>>
>>>>
>>>>  ----------------------------------------------------
>>>>
>>>> Miquel Campos
>>>> www.miquelTD.com
>>>>
>>>>
>>>
>>
>>
> -- 
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!

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