Hi Andreas,
When I say a shape manager, I don’t mean the part that applies the shapes as a
deformer. I know that’s very easy to do and I never really use that part in
Softimage I mostly use ICE. I do a lot of stuff with the deltas of Blendshapes
that aren’t necessarily using them in a ‘traditional’ way.
(When I do mix blendshapes together in ICE, I dont just mix them in a linear
additive way. I might have multiple streams that override other streams using
the power of the nodal network ICE allows. I know I can do the same in VOPS.
However often I’m using the difference in the angle of surfaces to Rotate
shapes. This is nowhere near as easy in Houdini as there aren’t many inbuilt
geometry attributes to look up( like Point reference frame) and Matrices didn’t
appear to be allowed as attributes. I found my trees were 4 times the size to
achieve the same results as I had to keep manually constructing things like
Point reference frame and found I couldn’t just make it as a freestanding
‘compound node’ as it needed input wires ( although you probably can with VEX)
Anyway. What I’m talking about is a tool that helps with the creation of
shapes that are , for example in context of the current pose of the skinned
mesh. Or making a shape that is a corrective, in context of 2 or more other
shapes that are applied, and that kind of thing.
All this is doable without a shape manager of course, but it takes longer, and
can become tedious when you have to keep doing it. Its very nice to have a tool
to make this happen in a no-brainer way and not have workarounds that undermine
and stall the flow of enthusiasm.
From: Andreas Böinghoff
Sent: Friday, May 11, 2018 4:35 PM
To: [email protected]
Subject: Re: Houdini : non VFX jobs?
On 5/11/2018 5:21 PM, [email protected] wrote:
Is it possible to make something like a ‘Shape Manager’ in Houdini?
On SOP level you can use the Blend shape node. Or you make your own one.
Blendshapes are just an linear interpolation between two meshes with the same
topo.
If you want to make your custom deformer use the mix node in VOPs or the lerp
function in vex. For weighting you can use any float attribute.
Andy
--
ANDREAS BÖINGHOFF
3D Artist
THE | MARMALADE
www.themarmalade.com
T: +49 40 43291 200
The Marmalade Post GmbH & Co. KG
Lippmannstraße 79
22769 Hamburg
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