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!

