Hi Adam,

Thanks for the heads up and forwarding this on to your colleague, that’s much 
appreciated. I did check the Inputs and all was as it should be.

@Raffaele, Adam
I’ve uploaded a video of the how the relative offset is not working as expected 
(I should have thought of that in the first place!) - 
https://dl.dropboxusercontent.com/u/5781634/Shape_Correction_using_node_Editor/Shape_Correction_using_node_Editor.mp4
 . it’s a simple rotation from the lower leg – the duplicate leg mesh on screen 
right deforms and follows as expected. However once I sculpt any changes on the 
duplicate, return the original leg to its zeroed pose -  then the sculpted 
change is not maintained relative to the joint. I draw a few red squiggles to 
outline approx where the offset points should be when we return that original 
leg to its original position. I hope that’s clear. For the this video I didn’t 
bother assigning a blend shape corrective as its working as required – I did 
however test this on earlier experimentation and it still wouldn’t work (for 
obvious reasons).

Anyway – I’m sure I’m missing something stupid – although Raffaele explanation 
sounds like the root cause.

P.S. - @Adam – Yes I have run into Derik a few times, he is taking the MA 
Digital Effects course – I shared some biscuits with him a few months back, 
nice chap!

Cheers

Sofronis (Saf) Efstathiou

Postgraduate Framework Leader and BFX Competition & Festival Director
Computer Animation Academic Group
National Centre for Computer Animation

Email: [email protected]<mailto:[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

[Description: Description: 
C:\Users\sefstathiou\Pictures\nccalogo.jpg]<http://ncca.bournemouth.ac.uk/>  
[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/>


[http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]

Awarded for world-class computer animation teaching
with wide scientific and creative applications

From: [email protected] 
[mailto:[email protected]] On Behalf Of Adam Sale
Sent: 19 April 2015 23:57
To: [email protected]
Subject: Re: Pose based deformations/corrections in Maya

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]<mailto:[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]<mailto:[email protected]>

Tel: +44 (0) 1202 965805<tel:%2B44%20%280%29%201202%20965805>

Profile: http://uk.linkedin.com/in/sofronisefstathiou

Student Work:
http://www.youtube.com/NCCA3DAnimation
http://www.youtube.com/NCCADigitalFX
http://www.youtube.com/NCCAAnimation

[Description: Description: 
C:\Users\sefstathiou\Pictures\nccalogo.jpg]<http://ncca.bournemouth.ac.uk/>  
[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/>


[http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg]

Awarded for world-class computer animation teaching
with wide scientific and creative applications

BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer 
charter. Information about the accessibility of University buildings can be 
found on the BU DisabledGo webpages This email is intended only for the person 
to whom it is addressed and may contain confidential information. If you have 
received this email in error, please notify the sender and delete this email, 
which must not be copied, distributed or disclosed to any other person. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of Bournemouth University or its subsidiary 
companies. Nor can any contract be formed on behalf of the University or its 
subsidiary companies via email.

BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer 
charter. Information about the accessibility of University buildings can be 
found on the BU DisabledGo webpages This email is intended only for the person 
to whom it is addressed and may contain confidential information. If you have 
received this email in error, please notify the sender and delete this email, 
which must not be copied, distributed or disclosed to any other person. Any 
views or opinions presented are solely those of the author and do not 
necessarily represent those of Bournemouth University or its subsidiary 
companies. Nor can any contract be formed on behalf of the University or its 
subsidiary companies via email.

Reply via email to