Thanks Miquel,

That’s very interesting – will take a peek and see if I can get that working as 
a possible workround.

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

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From: [email protected] 
[mailto:[email protected]] On Behalf Of Miquel Campos
Sent: 20 April 2015 02:12
To: [email protected]
Subject: Re: Pose based deformations/corrections in Maya

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<http://www.miquel-campos.com>


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


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

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