Soup morph node have it http://www.soup-dev.com/examples2_1.htm

Copy/paste from wiki:

*morph*

< Morph is fast, multithreaded and memory efficient blend shape deformer
that can handle thousands of targets with ease and without degrading
performance.

*It can be used for pre-deformation blend shapes and post-deformation
corrective shapes.*

Key features:
- fast, multithreaded computation
- primary, inbetween and combination targets (combos are currently not
accessible through the GUI)
- standard (for editing of targets) and performance modes
- interactive per-frame caching for even better performance
- explicit control over inbetween targets - add, remove, edit inbetweens at
any point
- *per-target world, dag_node and surface transformation spaces*
- per-target inMesh connections
- paintable targets
- comprehensive python API
- streamlined GUI


----------------------------------------------------

Miquel Campos
www.miquel-campos.com


On Mon, Apr 20, 2015 at 8:52 AM, Raffaele Fragapane <
[email protected]> wrote:

> Shapes in Maya, AFAIK, only have the equivalent of the object mode of
> Soft, which means the displacement is relative to the transform of the
> object. If you're after the local frameset, which is in tangent space and
> accomodates previous mesh transforms, you won't find it.
>
> If it's something else you are having issues with it's not entirely clear
> what it might be. When these things happen and you're after help it's
> extremely useful to make a video of the problem. Given how easy it is these
> days to upload a screen capture to youtube I'd say you should consider that
> for the sake of expediency :)
>
> On Mon, Apr 20, 2015 at 8:56 AM, Adam Sale <[email protected]> wrote:
>
>> Saf, I forwarded your mail to the guy who made the video as I work with
>> him here in Vancouver. I will fwd you any correspondence I get back
>> My first thought might be node order. Select your mesh, and RMB on it.
>> Choose Inputs > All Inputs. In the stack, drag your blend shape node below
>> your skin cluster. (MMB) I can't remember if its mmb drag the skin cluster
>> above the blend shape, or vice versa. One of them should do it though.
>>
>> One heads up... If you use NG skin tools, I noticed a weird bug where an
>> NG skin display layer node inserted somehow into the stack prevents
>> re-ordering. If you can find this node in your node editor, delete it, and
>> you are good to go. I have only had this happen once, but thought I would
>> bring it up anyways.
>>
>> PS. one of my colleagues Derik Gokstorp is down your way doing his
>> Masters at NCAA . I imagine you've run into him a few times.
>>
>> Adam
>>
>> On Sun, Apr 19, 2015 at 11:42 AM, Sofronis Efstathiou <
>> [email protected]> wrote:
>>
>>>  Hi,
>>>
>>>
>>>
>>> Quick question – has anyone seen this way of creating pose based
>>> deformations/corrections in Maya, we are not having much success -
>>>
>>>
>>>
>>> https://www.youtube.com/watch?v=t6ab0kKBlHQ
>>>
>>>
>>>
>>> When I try to implement this (it’s not that hard – like an input and
>>> output between two nodes!), I get a few problems. For example, it appears
>>> that this only works correctly if the manipulation of the points is
>>> sympathetic to Global transforms. If I try for example to rotate the lower
>>> leg backwards, and move some points around the knee and calf to simulate a
>>> better pose deformation; when I reset the joints back to zero, the points
>>> do not keep their relative offsets correctly. Instead it appears the
>>> offsets are global values - not relative. Therefore the points begin to
>>> collapse into the mesh. I know there are a few plugins we can use -  but
>>> thought this may have been a tidier approach.
>>>
>>>
>>>
>>> Anyway – if anyone got it to work we would love to know.
>>>
>>>
>>>
>>> Cheers
>>>
>>>
>>>
>>> Sofronis (Saf) Efstathiou
>>>
>>> Postgraduate Framework Leader and BFX Competition & Festival Director
>>>
>>> Computer Animation Academic Group
>>>
>>> *National Centre for Computer Animation*
>>>
>>>
>>> Email: [email protected]
>>>
>>>
>>>
>>> Tel: +44 (0) 1202 965805
>>>
>>>
>>>
>>> Profile: http://uk.linkedin.com/in/sofronisefstathiou
>>>
>>>
>>> Student Work:
>>>
>>> http://www.youtube.com/NCCA3DAnimation
>>>
>>> http://www.youtube.com/NCCADigitalFX
>>>
>>> http://www.youtube.com/NCCAAnimation
>>>
>>>
>>>
>>> [image: Description: Description:
>>> C:\Users\sefstathiou\Pictures\nccalogo.jpg]
>>> <http://ncca.bournemouth.ac.uk/>  [image: Description: Description:
>>> C:\Users\sefstathiou\Documents\My
>>> Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png]
>>> <http://www.bfxfestival.com/>
>>>
>>>
>>>
>>>
>>>
>>> [image: http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]
>>>
>>>
>>>
>>> *Awarded for world-class computer animation teaching *
>>>
>>> *with wide scientific and creative applications*
>>>
>>>
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>>
>>
>
>
> --
> 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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