View Full Version : Deformation tools
Seabear 10-28-2006, 12:23 AM (also posted on XSI forum)
Hi all, I have long wanted to make animated sculpture. Which I can nearly do with Hash AM 'smartskin', however Hash patches do not compare with SDS for defining detailed form in animation. (I am an SDS character Modeler by profession)
Does C4D have tools that work like smartskin?
(Some ex Hash AM users may know?)
Smartskin edits are local edits to the mesh (at vertex level) which are assigned to (and stored with) specific bone angles of rotation. Perhaps 'bone driven morph targets' is another way of approximating a similar outcome.
Some things are hard to explain briefly ... I hope someone gets my drift and can answer ... thnx
If C4D10 can do this stuff, I am a newbie all over again!
|
|
Using the morph and driver tag in MOCCA 3 you should be able to achieve the desired effect.
Cheers
Björn
Smartskin edits are local edits to the mesh (at vertex level) which are assigned to (and stored with) specific bone angles of rotation. Perhaps 'bone driven morph targets' is another way of approximating a similar outcome.
If you mean editing the mesh in it's deformed state without wondering why your point goes into each direction except fore the one you drag it in ...this is not possible in Cinema at the moment. Hopefully will get that feature one day.
Cheers,
bunk
Seabear
10-28-2006, 04:13 PM
I guess this post is a misplaced, ironic complaint about a bug? It certainly doesnt address my question.
If you mean editing the mesh in it's deformed state without wondering why your point goes into each direction except fore the one you drag it in ...this is not possible in Cinema at the moment. Hopefully will get that feature one day.
Cheers,
bunk
Per-Anders
10-28-2006, 10:46 PM
As srek points out bone driven morphs are indeed a part of r10 though you dont' have ot manually set it up with xpresso or the driver tag (as you did in earlier versions), just check the "Auto Joint Driven" option of the morph tag while the pose is in the rest state then pose the bone and move the points where you want them, it will set up the dirver tag dependency for you for the current morph target, add more more morph targets as you need.
Seabear
10-28-2006, 11:17 PM
As srek points out bone driven morphs are indeed a part of r10 though you dont' have ot manually set it up with xpresso or the driver tag (as you did in earlier versions), just check the "Auto Joint Driven" option of the morph tag while the pose is in the rest state then pose the bone and move the points where you want them, it will set up the dirver tag dependency for you for the current morph target, add more more morph targets as you need.
Thanks Per, that is what I gleaned from the c4D10 documentation. but I guess you can end up with a rather large library of morph targets. Particularly if 3 or 4 (maybe even double that if twist edits are included) are created for each joint, at specified angles.
Is each Morph Target the whole model mesh, or just the assigned 'local' vertices (eg knee joint)?
LucentDreams
10-28-2006, 11:37 PM
which do you prefer. Cinema s new morphs system is capable of workign with entire meshes of just the stored deltas of altered points, and you cna even export that information to external files that are loaded dynamically.
Seabear
10-28-2006, 11:41 PM
which do you prefer. Cinema s new morphs system is capable of workign with entire meshes of just the stored deltas of altered points, and you cna even export that information to external files that are loaded dynamically.
I am not sure how this works or could be used: '.... and you can even export that information to external files that are loaded dynamically.'?
Thanks for responses, that sounds very good, I hope I get the demo CD to try out soon! (No Broadband here yet)
cheers
Some things are hard to explain briefly ... I hope someone gets my drift and can answer ... thnx.
I guess this post is a misplaced, ironic complaint about a bug? It certainly doesnt address my question.
The 'local edits to the mesh' part made me believe I actually did answer your question. Looks like I just misunderstood you. Apart from that, I don't need this forum to complain about bugs (in this case there isn't even a bug). I tend to do that directly at Maxon's.
Cheers,
bunk
I guess this post is a misplaced, ironic complaint about a bug? It certainly doesnt address my question.
He probably thought you were further along in the process, basically anticipating what will likely be your next question since, as you should soon discover, it's pretty hard to successfully model pose driven morphs when "in pose" modeling isn't supported in the first place.
Seabear
10-29-2006, 09:51 AM
He probably thought you were further along in the process, basically anticipating what will likely be your next question since, as you should soon discover, it's pretty hard to successfully model pose driven morphs when "in pose" modeling isn't supported in the first place.
Yes ok, a misunderstanding, but I havent even got the Demo yet ... I am trying to anticipate the functionality of a C4D toolset before going thru yet another learning curve.
I was rather hoping 'smartskin' veterans would have tried the 'driven morphs' in C4D.
Is there a difference between 'pose driven morph target edits' and 'bone or joint driven' morph target edits?
I wonder why it should be problematical to edit a mesh locally in a morph target assigned to a preset bone angle? If it is it has to be a bug?
CGTalk Moderation
10-29-2006, 09:51 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.