Oh! Woah! Thanks for sharing it Chris! :) And thnks Raffaele for the explanation. That is what i did with the 2 nodes.
On Monday, September 8, 2014, Chris Gardner <chrisg.dot....@gmail.com> wrote: > 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 < > raffsxsil...@googlemail.com > <javascript:_e(%7B%7D,'cvml','raffsxsil...@googlemail.com');>> 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 <jasonsta...@gmail.com >> <javascript:_e(%7B%7D,'cvml','jasonsta...@gmail.com');>> 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 < >>> sebastien.sterl...@gmail.com >>> <javascript:_e(%7B%7D,'cvml','sebastien.sterl...@gmail.com');>> 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 <miquel.cam...@gmail.com >>>> <javascript:_e(%7B%7D,'cvml','miquel.cam...@gmail.com');>> 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! >> > > -- ---------------------------------------------------- Miquel Campos www.miquelTD.com