Thanks Raff,

I have used both techniques but never heard some of those terms.... ICE
made doing this work much easier for me.

I have never ended up with 800 shapes.... but give me the time and the
budget and that sounds like a blast :)


On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> You can blame Bay Raitt for some of the names being thrown around, and the
> LISP community he grew up in :)
>
> Combination sculpting comes in two flavors, FACS based, with expressions
> tabled out and combinations being largely corrective and flattened out, and
> twitch based, with shapes representing individual muscles as roots,
> combinations of nearby muscles in couples or triplets as first branch, and
> so on to full face compensation, usually you stop at tier three or four,
> which can easily get you hundreds of shapes (Charlotte in Charlotte's web
> was twitch combinations and amounted to 802 shapes, Gollum in return of the
> kind was FACS and I think Bay ended up in the 820 or so range in the end).
>
> You can use something like stretch mesh (or ideally better) equalisation
> process after that to reduce drift if you're in a hurry with the broad
> strokes.
>
> Combinatorics are shapes that bridge two other shapes by correcting their
> conflict (additive) rather than by replacing them (you can combine with C =
> abs(A-B) in the former, or suplant with C = abs(A-B) and then subtract C's
> intensity from A and B).
>
> On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz <g...@janimation.com>
> wrote:
>
>> We (Brad did all the ICE magic) worked up some pretty niffy tricks for
>> our head tech demo.
>>
>> We could pose our head which was a slightly enhanced FR rig export a
>> reference head into ZB... bring it back into soft the subtract the the
>> deforms of the mesh and reapply only the differences from the corrective
>> shape.
>>
>> Point drift is caused most of the time by subdividing the model in
>> Zbrush. If you do a subdivision in Z all your base point will shift.   In
>> our case the mesh was dense enough that was not an issue, we could still
>> clearly see the forms without subdividing while in Zbrush. Brad wired up a
>> ICE tree for the imported corrective shapes to be triggered by pulling
>> different distances from the rig. Of course drift can happen from someone
>> moving points they have no business of moving, or even worse they move
>> points in the wrong direction for the correction or shape. I always work in
>> a stepped process to avoid this for shapes, whether I sent to Zbrush or
>> not. I am at first only focused on how the point mass moves first. I try to
>> get this done with as few proportional moves as possible. Then I test the
>> motion in Soft and on the rig.,  take a look at what it looks like with the
>> jaw open etc. Then I slowly massage the shapes into place checking the
>> sculpt in action
>>
>> I don't remember if the zbrush link busts your rig, in our case the
>> workflow was to use separate reference geo.
>>
>> It is better if it when done all under one roof but if my point count
>> goes high enough  I will jump through a few hoops to get to a better point
>> manipulator.
>>
>> Raf I have never heard the term combinatorics before, and when I looked
>> it up I could not find any references that clearly showed me how it applied
>> to shape animation or rigging. Can you point me to a reference that might
>> help fill in my knowledge gap  : )
>>
>> Also Eric,  I had heard of folks having a different neutral vs skinning
>> pose but I have not really seen a good explanation of the idea. I have
>> modified a sculpt to be better for rigging, but that shape then becomes my
>> base shape. What is the difference?
>>
>>
>>
>> On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> If you're doing combinatorics you don't model the shapes in isolation,
>>> you tweak a base and need to see the result on the combination, which might
>>> be one to four tiers of combinations away.
>>> You don't do combination sculpting without the rig because you don't do
>>> combination sculpting on the final shape half the time if you're sensible
>>> and can't waste a lot of time in kickbacks.
>>>
>>> Doing shapes in ZBrush is doable, but they all need a lot of work after
>>> coming back in because by the nature of ZBrush you will have shit drifting
>>> all over the place. When they will add more than a single morph and a few
>>> simple vector operations to wire the morphs it will then be the ultimate
>>> tool for it, right now it's like trying to drive a truck out of a parking
>>> lot with a small gate. Blindfolded. On iced out ground. With a monkey
>>> hitting you on the head with a baseball bat every five seconds. Technically
>>> doable, but not worth the bother unless you get to show the mental
>>> breakdowns on TV and cash them in :)
>>>
>>> If you're doing cartoony or largely procedurally shaded stuff you can
>>> take a fair amount of drift. if you're doing something that has hundreds of
>>> rigid scales or precisely styled hair bound to the UV space it's an
>>> unmitigated disaster when you don't have something like Soft (or a shitton
>>> of stuff piled on top of Maya) around to do the work.
>>>
>>> On Sat, Jan 17, 2015 at 6:16 PM, Greg Punchatz <g...@janimation.com>
>>> wrote:
>>>
>>>> Raff while what you say is true about needing to check the results of
>>>> your sculpts in combination with with other shapes and deformers. There is
>>>> no reason those edits should not be done in the tool-set best suited to
>>>> sculpt.
>>>>
>>>> Using something like Zaplink or a few scripts can make the back and
>>>> forth seamless.  ICE made it so much easier to to pose based deformations
>>>> and corrective shapes using Zbrush to edit.
>>>>
>>>> That being said I still do a great bit of my shape work in soft, unless
>>>> its a very dense mesh, then I whip out the Z
>>>>
>>>> On Fri, Jan 16, 2015 at 6:16 PM, Raffaele Fragapane <
>>>> raffsxsil...@googlemail.com> wrote:
>>>>
>>>>> The problem with ZBrush, or any modelling app that doesn't have your
>>>>> full rig in it, is that for things like combination sculpting they are
>>>>> useless, because you need to see multiple timelines of the shapes
>>>>> converging as you refine them for the result to be any good. It's also a
>>>>> ton easier to get combinatorics started in Soft since you can start any
>>>>> shape from any number of others with ICE. I so miss that in any other app
>>>>> (that last bit is literally the only one where Houdini could compete or
>>>>> even surpass Soft, actually, though it's somewhat painful to wrangle the
>>>>> shit together when you hit a certain degree of complexity and you end up
>>>>> spending more time making an uber rig than you do working the shapes'
>>>>> alignment).
>>>>>
>>>>> On Fri, Jan 16, 2015 at 11:27 PM, Jordi Bares Dominguez <
>>>>> jordiba...@gmail.com> wrote:
>>>>>
>>>>>> Thanks for the notes, there has been quite a lot of changes but it is
>>>>>> true there are a few of your comments still pending, the most pressing to
>>>>>> me is speed and the viewport needs still lots of love.
>>>>>>
>>>>>> BTW, I was not advocating to use Houdini for modelling though, rather
>>>>>> use Zbrush to be honest and now that Zbrush is getting closer to a full 
>>>>>> set
>>>>>> of traditional modelling tools it is pretty obvious it is the route to 
>>>>>> go.
>>>>>>
>>>>>> My feeling is that character work is certainly more painful but at
>>>>>> least you get some serious gains and unfortunately there are no options 
>>>>>> so
>>>>>> we are in a transition moment.
>>>>>>
>>>>>> So far they are listening and moving forward so I will stick to
>>>>>> Houdini for the time being and keep an eye on others.
>>>>>>
>>>>>> :-)
>>>>>>
>>>>>> jb
>>>>>>
>>>>>>
>>>>>> On 16 Jan 2015, at 21:28, Raffaele Fragapane <
>>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>>
>>>>>> A lot of quality rigging, despite piles of papers trying to sell the
>>>>>> public on the contrary, is still manually tweaked. Taking things out of 
>>>>>> the
>>>>>> app where you have the full rig makes authoring a major pain. The most
>>>>>> basic example is shapes, doing shapes work in XSI for something like a
>>>>>> combination sculpting setup was as easy as it got, especially after ICE.
>>>>>> The way data is presented and accessible, the speed on large meshes,
>>>>>> the modelling toolkit, it all lent itself to that kind of work in a 
>>>>>> perfect
>>>>>> storm scenario.
>>>>>> Doing the same in Maya, comparatively, is beyond painful and requires
>>>>>> a pretty big staging effort to separate work and write accessory tools, 
>>>>>> in
>>>>>> Houdini you don't even have a particularly intuitive modelling toolkit, 
>>>>>> and
>>>>>> the handling of large meshes was pretty meh with it (at least up to 12, 
>>>>>> it
>>>>>> seems to be getting better and promising to be getting better again).
>>>>>>
>>>>>> The toolkit in general is pretty hard to impossible to give to a
>>>>>> modeller with little inclination to learn something like Houdini, while
>>>>>> with both Maya and Soft that's not a big challenge.
>>>>>>
>>>>>> I haven't tried the muscle system in a while, so my comment might be
>>>>>> dated to the point of not being valid, but the last time I did it was a 
>>>>>> bit
>>>>>> of a joke. No arbitrary topology for the deformers unless you cloth
>>>>>> collided (and the cloth solver was anything but acceptable), only some 
>>>>>> weak
>>>>>> superset of metaballs, rather slow, but at least it was relatively 
>>>>>> stable,
>>>>>> and overall clunky and requiring the lot a lot of micromanagement and a 
>>>>>> lot
>>>>>> of SOPs that often refused to play nicely with the rest of the app.
>>>>>> Mind, I haven't found a single commercial muscle system I would use
>>>>>> if they paid me for it, which is pretty embarrassing given when we needed
>>>>>> one for WWD we got a rather intuitive one done in just a few weeks that
>>>>>> worked for over 99% of the show meshes without manual intervention of any
>>>>>> sort on the sim, and literally only a dozen mesh fixes across over 800
>>>>>> shots.
>>>>>>
>>>>>> On top of all that, and again this is pre-14, most pre-13, it's slow.
>>>>>> Mind boggingly slow to articulate a decent animation rig. I suspect this
>>>>>> last point has been, or is about to be, superseded though since the
>>>>>> viewport has been getting some love.
>>>>>>
>>>>>> The main issue though remains that preparing an asset in Houdini
>>>>>> remains a long and involved process which very few people from other
>>>>>> departments, some times nobody, can be recruited into, it's born, lives 
>>>>>> and
>>>>>> dies in the hands of TDs.
>>>>>>
>>>>>> I've always had a soft spot for Houdini, and I'd give my money to
>>>>>> SideFX rather than many other companies any day of the year, but as a
>>>>>> company their commitment to character work of artistic or hybrid nature 
>>>>>> has
>>>>>> always been patchy (and I don't necessarily blame them for it) and 
>>>>>> subpar.
>>>>>> They have a lot of work to make up for it, but they seem to be slowly
>>>>>> doing it while making sure they don't lose their core business with FX 
>>>>>> and
>>>>>> end-to-end clients.
>>>>>>
>>>>>> I will certainly be looking at H14 as soon as some space for it in
>>>>>> the stash of stuff I need and want to do before clears up :)
>>>>>>
>>>>>>
>>>>>> On Fri, Jan 16, 2015 at 6:45 PM, Jordi Bares Dominguez <
>>>>>> jordiba...@gmail.com> wrote:
>>>>>>
>>>>>>> May I ask you to elaborate the “complex character rigging and tuned
>>>>>>> deformation”, I may be missing something.
>>>>>>>
>>>>>>> To start with you have muscles in Houdini which you don’t, let alone
>>>>>>> FEM simulations and a universal physics engine to cope with pretty
>>>>>>> sophisticated things…
>>>>>>>
>>>>>>> Certainly it is easier in Softimage and more artist friendly to
>>>>>>> setup but I see the rigging side as one very strong point.
>>>>>>>
>>>>>>> If you are talking about screen space corrections, blend shapes and
>>>>>>> advanced contact collision its certainly doable with  the toolset.
>>>>>>>
>>>>>>> :-|
>>>>>>>
>>>>>>> thx
>>>>>>> jb
>>>>>>>
>>>>>>>
>>>>>>> On 16 Jan 2015, at 16:59, Raffaele Fragapane <
>>>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>>>
>>>>>>> It's only true for some definitions of rigging.
>>>>>>> If you need proceduralism of course it does spectacularly well, and
>>>>>>> assets are simply best of breed in the industry and have been for years,
>>>>>>> end of story.
>>>>>>> For the hand-crafted complex character rig and tuned deformation
>>>>>>> kind of job though, no, it's not nicer than Soft, and I'd be hard 
>>>>>>> pressed
>>>>>>> to make an argument for it over Maya (which I consider pretty bottom
>>>>>>> barreling already without a ton of custom work).
>>>>>>>
>>>>>>> Some of the upgrades in H14 and some of the future roadmap do bode
>>>>>>> well for that though.
>>>>>>>
>>>>>>> On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel <nagv...@gmail.com>
>>>>>>> wrote:
>>>>>>>
>>>>>>>>  Well I say nicer, because there are allot of toys to play with.
>>>>>>>> I think rigging is the part where you need a non destructive
>>>>>>>> procedural work flow the most.
>>>>>>>> In Maya it feels like you have to make damn sure you are done with
>>>>>>>> step A before moving onto step B.
>>>>>>>> Houdini is flexible to the point where you become reckless with
>>>>>>>> your work flow :)
>>>>>>>> Bit more complex when you get started, but worth it.
>>>>>>>> The auto rig at the very least doesn't break like the soft one used
>>>>>>>> to in 2011 :)
>>>>>>>> G
>>>>>>>>
>>>>>>>>
>>>>>>>> On 16/01/2015 14:08, Mirko Jankovic wrote:
>>>>>>>>
>>>>>>>> Riggin nicer then Soft?
>>>>>>>> Will have to check it out then.. In maya rigging and enveloping is
>>>>>>>> huge crap and biggest reason that I don't wanna ago back int othat 
>>>>>>>> hell at
>>>>>>>> first place.
>>>>>>>>
>>>>>>>> On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel <nagv...@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>> After trying to learn maya for about 6 months, learning houdini is
>>>>>>>>> a breath of fresh air!!
>>>>>>>>> It is not softimage, but I think its the only thing that will come
>>>>>>>>> close to the flexibility and power of soft for small studios and
>>>>>>>>> freelancers.
>>>>>>>>> Once you get into it, It is even more power.
>>>>>>>>> I tried learning it about 2 years ago, and gave up because I
>>>>>>>>> thought my time would be better spent getting better in soft (the 
>>>>>>>>> future
>>>>>>>>> was still bright back then)
>>>>>>>>> Back then it seemed complicated, but after dealing with maya, it
>>>>>>>>> feels sooo much friendlier.
>>>>>>>>> The way I see it, you get the operator stack, and ice tree, all in
>>>>>>>>> one place, the network view
>>>>>>>>> So its one thing to learn.
>>>>>>>>> In Maya I feel like I have to learn new software every time I do
>>>>>>>>> something else.
>>>>>>>>> Rigging I found nicer than soft, and the animation editor in
>>>>>>>>> houdini feels like a polished version of the soft one.
>>>>>>>>> Houdini engine is still blowing my mind.. like it doesn't stop!!
>>>>>>>>> At $300 you cannot ignore this as a piece of your pipeline!
>>>>>>>>> I'll probably do allot of work in maya because I need to fit into
>>>>>>>>> teams of Mayans, but with the houdini engine, I can do the work in the
>>>>>>>>> software best suited for it, without forcing the rest of the team to
>>>>>>>>> conform.
>>>>>>>>> G
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On 16/01/2015 12:08, Mirko Jankovic wrote:
>>>>>>>>>
>>>>>>>>>> modeling and character riga nd animation wise it is I assume
>>>>>>>>>> sitill nt as suser friendly as SI right?
>>>>>>>>>> how us ievrall generalist and smalls tudio experience?
>>>>>>>>>> SI is more or less out of the box great steramlined solution..
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> Our users will know fear and cower before our software! Ship it!
>>>>>>> Ship it and let them flee like the dogs they are!
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>>>> it and let them flee like the dogs they are!
>>>>>>
>>>>>>
>>>>>>
>>>>>
>>>>>
>>>>> --
>>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>>> it and let them flee like the dogs they are!
>>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>> Our users will know fear and cower before our software! Ship it! Ship it
>>> and let them flee like the dogs they are!
>>>
>>
>>
>
>
> --
> 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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