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AlexK
05-15-2004, 08:22 AM
Hello guys,

I have a quite annoying problem with Flex.
I'm trying to do a bulging arm, like that from the Butch Flex video. But the influence range of the Flex curve is way to wide, so my whole character gets distorted. I tried everything I could think of to limit the influence, but nothing worked. No value in the Flex tab's pulldown seems to change anything, except the custom setting, but that one doesn't get transformed with the curve (I parented it to the upper arm bone), so it is of no use either.
Then I thought of MetaEffectors, but there seems no way of telling the Flex curve to use the MetaEffector. Is there any way to control the influence range of Flex?
What am I missing here?

chikega
05-15-2004, 07:33 PM
You can try this, MarvinTMartian.

Under Setup

1) Click on Curve_Curve Point
2) Under *Point* change the default Width, Height and Depth
3) The default for these are 0.5 - change them to maybe 0.1

Unfortunately, you can't change the setting for all the points at once even when multi-selected. You'll have to change them one by one.

Hope that helps:)

AlexK
05-16-2004, 06:42 PM
Unfortunately it didn't help. :(
There certainly is some kind of effect visible, but not the wanted one. Difficult to describe. I will post some images tomorrow to explain the situation further.

pelos
05-18-2004, 08:19 PM
remember that in the video he all ready have bone deform
thats way the rest of the mesh is not distortioned,
you can try adding bones, in the body or with metaefector (theri like weightmap)
the order of effects in the mesh is very important

AlexK
05-19-2004, 07:26 AM
Well, I have bones in there, too pelos. And I think I tried both, Flex before and after the Bone Deform, but I'll retry that.

AlexK
05-19-2004, 09:40 AM
Right, if I push Flex up the list before Bone Deform, it has no effect at all.

pelos
05-19-2004, 08:31 PM
do you have a email were i can send you my try at the flex video?

AlexK
05-24-2004, 11:40 AM
Look in your private messages inbox pelos!

LoScuro
05-24-2004, 04:58 PM
I have the same problem as Pelos, I tried solve it with MetaEffector, but the result is not so fine...

I'll try to improve the flex-option, but I have to admit that I was expecting more precision from flex than it have really.

:rolleyes:

Freebooter
05-24-2004, 06:48 PM
I've uploaded a file called "arm_rig_basic_IK.mpj" to the yahoo group list. It's an arm with flex on bicep and forearm. Real quick, just to demonstrate one way it can work.

here (http://groups.yahoo.com/group/pmGmessiah/files/arm_rig_basic_IK.mpj)

N

lmilton
05-24-2004, 08:01 PM
Originally posted by LoScuro
I have the same problem as Pelos, I tried solve it with MetaEffector, but the result is not so fine...

I'll try to improve the flex-option, but I have to admit that I was expecting more precision from flex than it have really.

:rolleyes:

You need to specify a weight tool for the Flex effect.

While in Setup, select the Flex effect and select the Flex block/tab. Choose the Curve as the weight tool, then set the Strength & Decay on the Curve block.

-lyle

pelos
05-24-2004, 11:25 PM
i didnt use any special weight tool (will be cool if messiah could use the weight of LW but for what?)
sorry marvin for the delay check your Email

lmilton
05-25-2004, 12:08 AM
Originally posted by pelos
i didnt use any special weight tool (will be cool if messiah could use the weight of LW but for what?)
sorry marvin for the delay check your Email

Did you follow my instructions?

-lyle

AlexK
05-25-2004, 08:32 AM
Hi Lyle,

finally a developer listening! :bounce:

Well, I tried the curve Strength&Decay settings, but all that's happening is, Flex stops working at all. :(
I tried a value of 0.1 and the effect wasn't there anymore, so I thought ok maybe 0.1 is too weak. I put it up to 0.5 and nothing happened. Then I switched back to 1 and still nothing happened. Then I tried to switch different values, then in no reproducable way the Flex just worked again. But only till my next value change. now it's not working anymore at all :(
And I'm sorry to say that I'm unable to describe you a more reproducable pattern. I just changed the Strength value.

LoScuro
05-25-2004, 10:29 AM
Originally posted by lmilton
You need to specify a weight tool for the Flex effect.

While in Setup, select the Flex effect and select the Flex block/tab. Choose the Curve as the weight tool, then set the Strength & Decay on the Curve block.

-lyle

I've done it already, but nothing that I can appreciate really...
I'll try to see the file in YahooGroups.

lmilton
05-25-2004, 11:23 PM
Yes, you guys are going to have to post something so we can see the problem. If you can't post screenshots of the control blocks & world view, then post a simple scene.

-lyle

LoScuro
05-26-2004, 10:46 AM
:applause:

Woaaaa Imilton,

Your arm setup is exactly what I need in my flex-thing...

I'll try to understand what is my error from your fantastic file!!

:bowdown:

LoScuro
05-26-2004, 11:46 AM
Imilton...

Could you answer to some questions about setupping that flex, please?

1 - It seems that I have to pass from the setup tab to the animation tab to see the point option taking place... Is it right?

2 - Where I can find some piece of advice about width, height and depth in point tab?

3 - The first and last point in flex... Do they have to be anchors of the flex effect by using some particular number in width, height and depth?

Thanks...

:blush:

Freebooter
05-26-2004, 08:27 PM
LoScuro, Pelos and others who are having trouble.

After you've set up your skeleton and have the bones deforming the mesh nicely, use Flex to fine tune the deformations.

Add flex to your mesh, and make sure that it lies below the Bone_Deform in the list. Set your Flex to use the tool shape as an axis and give it the Parent Curve as a weight effect. This bit is rather important.

Okay, make some points. I used five in the example (arm_rig_basic_IK.mpj (http://groups.yahoo.com/group/pmGmessiah/files/arm_rig_basic_IK.mpj) )

Parent the points throughout the arm. Of the five points in my example, only two actually move, those in the bicep and forearm. The other three do the equally important work of anchoring the deformation.

With your points parented to the rig, and still in Setup mode, Select the Curve, Ctrl_Select the mesh and add it to the weight list for the curve. This is also somewhat crucial. This means that you can see the mesh as the curve affects it, and can tweak the curve accordingly.
Don't skip this step.

The rest is really a great big balancing act. What you want to do is tweak away at the weights of the points until you see the white and black areas define the area you want to distort. On my example, the points at shoulder, elbow and wrist are set to a very low or negative value, depending entirely on the relationship between the point and those around it. I didn't change the Curve from it's default settings, just worked the points.

Once you're happy with how it looks, pop over to animate and do some animation on the joint. Include a nice extreme pose or two, and slide the points around on the same keyframe (say #10), until the deformation looks good to you. Copy that keyframe (for the point) to a negative value, and delete the positive value key. Flip over to Command.

Create a "CycleBranchMorphAddFrame" expression, using the point you have keyed as the morph heirachy. For this to work well the point wants to be the only thing affected, so it needs to
be at the bottom of the heirachy chain. (See CBMAF instructions). Connect the expression to the elbow joint rotation. I use "motion" as an operand, and the elbow because it is the only
single-axis constant in the arm, and principal to the areas being deformed.

Note that I find this can cause heavy over-interpolation once the expression is set up. If you introduce a divisor to the rotation of the elbow in the CBMAF expression (see example) this often works fine to tune the deformation back to where you want it to go.

And that's it, really. Like I say, it's all about balancing things up.



Yrs,
Nic Harrison,

TD
www.rogue-farm.com (http://www.rogue-farm.com)

LoScuro
05-27-2004, 09:06 AM
Ok Freebooter,

I'll try to follow your wise instructions...


Thank you very much to all of you!

:bowdown:

AlexK
05-27-2004, 09:34 AM
I'll try that too Freebooter.

Freebooter
05-27-2004, 11:15 AM
Hope it works out for you guys.

Flex has totally changed the way I rig characters.

N

LoScuro
05-27-2004, 11:52 AM
:buttrock:

AND THERE IT IS!!!!!!


You're great Freebooter!!!!
:bowdown:

THANK YOU!!

Thanks to Imilton also!

AHAHAHAHA!!!!
FANTASTIC!


:cool:

chikega
05-27-2004, 12:00 PM
Originally posted by Freebooter
LoScuro, Pelos and others who are having trouble.


Nic: Could you place your tip on using Flex with Rigs in the Advanced Tips section - I think the information is too valuable to be buried in a month or so. Thanks for helping all of us out. :)

Freebooter
05-27-2004, 12:05 PM
chikega,

No sweat, will do that now.

I'm just glad to be able to give something back at last. Everything I know comes from the work others have done before me and made available as learning tools.

So thanks should really go to all of you for helping ME out for so long!

N

AlexK
05-27-2004, 03:26 PM
Well, here comes the bad news. I tried to do the steps Freebooter described, but I am unable to add my object to the weight list of the curve. I select the curve in the Item List (or better I tried every list I found in messiah) then I CTRL left click (I also tried right click) and then press "Add Items to Weight Drawing List" in the Weight List tab, but nothing happens. I know it works with MetaEffectors and their WeightList because I used them already, but the Weight List for Curves seems to be broken or something. :(

Freebooter
05-27-2004, 03:36 PM
Works fine for me here, Studio 1.5 and animate 4.0e.

It won't work with a Null or Procedural object, but if it's not that, I'm stumped.

Anyone else?

:shrug:

N

AlexK
05-27-2004, 03:50 PM
It's Studio 1.5 over here and no Null, sorry.

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