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View Full Version : Symetric skinning


KiboOst
10-04-2002, 04:15 PM
Ok, I had some contact with a few scripters but no news so here is the idea :

I'd like to have a script to automatically skin the symetric side of a character. While the mesh and the rig is symetric, why do skin adjustement twice ?
So I really think no one could skin without such a scipt if it existed...
Skin (envelops, painting (which is even symetric, yeah!), vertices weight, etc) one side, then the script detect the bones of the other side and skin it like the first side.
It could be a new skin modifier where we attribute left_bones and then right_bones, no idea, but I really think this must exist and all rigger/animator will sure use it. How do you do atm, you skin twice ? Or what I've messed ?

What do you think about this ? And who could script that ? (learn script, yes, but no time sorry)

Regards

KiboOst,
www.kicrea.com

PS : I've tested skintools, and it doesn't works like it should.

KiboOst
10-06-2002, 04:35 PM
Hey guys, am I a pure idiot ? What I'm missing here ? Is there already a way to achieve this under my eyes ?

visualboo
10-06-2002, 05:00 PM
In physique you can copy, paste and mirror bone envelopes?

Your probably talking about skin tho. :shrug: Sounds like a good idea.

LFShade
10-06-2002, 08:42 PM
You can copy and paste envelopes in Max, but it doesn't affect the bone ends. I've written a script that (sort of) gets around this by mirror copy/pasting both the endpoints and the cross sections, but this is only helpful if you haven't set any vertex weights explicitly. Mirroring vertex weights through scripting is not a trivial task, since there's no easy way to determine which is the exact mirror of a given vertex. Chuggnut (sp?) wrote a script once that attempted this, but I found that it didn't work well on anything but very simple meshes.

I will post my mirror envelopes script if anyone is interested.

KiboOst
10-06-2002, 09:02 PM
Yeah I speak about Skin modifier, not physique.
Allright for copy/paste envelop, but on one bones. and a character isn't just a few bones....

I dunno anything at script, but with the max5 weight table, couldn't it be more easier to code ? dunno...

I really think this would be a very helpfull script !! And into the standard package !

Kib

LFShade
10-06-2002, 09:34 PM
Even with the weight table, it would still be difficult to determine symmetry across the model. Even in symmetrical paint mode, Max is just mirroring the location of the brush rather than using any deterministic method to figure out whether one side of the mesh corresponds to the other symmetrically. It really would be an extremely challenging thing to code, in script or possibly even with the SDK.

I agree 100% that it would be useful, though:)

KiboOst
10-06-2002, 09:38 PM
If the character is symetric, you can define a plane at the center. Then it is just a x/-x coordinate from this plane no ? With a threshold ?

Kib

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