PDA

View Full Version : mocca 3 + skinning + ffd + weights


robotbob
12-17-2006, 12:05 AM
hey there

i am exploring mocca 3 - being able to skin + weight FFD's seems like a great idea. actually a fantastic one.

In my tests i am using FFD's to deform a tounge and these are driven thru posemixer. All good in theory but i cant seem to get it to work and i am feeling stupid.

• i have a sepperate skin tag under my tounge mesh - there i have weighted the tounge to the head joint

• the manual instructs that the mode must be set to force which i have done.

• i have dragged the FFD's into the object list.

• note that the FFDs work fine in terms of their own deformations.

the problem is i need to skin the FFD to the head also so that they follow the character - otherwise they will be left behind during a headturn.

because just dragging the FFD's into the skin list does not seem to do anything i go to point mode and try and paint weights on the FFD points but i cant seem to change their value there either. this is also after i have dragged the FFDs into the joint/object list on the weight tag.

perhaps i should just slip the FFD's into the joint heirarchy ?

or i could link the FFD's to the joints global P+R using expresso ?

hmmm.

any help appreciated.

p

Sammer
12-17-2006, 02:34 AM
Hey Bob,

As with many new features of v10 this is another one I haven't had a chance to fully explore, so I haven't played multiple FFD's, posemixer and joints but binding joints to a FFD works fine here. When I originally tried it, it took me a second to realize that I needed to bind the joints to the FFD and not the mesh.

It sounds like your using the posemixer like a morph tag, which you could use a FFD to set up morph targets for, too....

Soooo many options.....

Have fun

Sam

LucentDreams
12-17-2006, 09:05 AM
skinning FFD's with either CDJoints, or R10 involves expressions rather than true deformer as FFD data can't be deformed the way cinema works. So the points are controlled through an expression. I know that R10 uses a Skin Deformer object which controls the points indicatede in the weight tag, but to skin FFD's means using the FORCE option and the include list in the skin deformer, which actually turns the deformer into an expression.

Posemixer is also expression based. So your going to have conflicts here, two expressions telling the FFD points where they should be. Presumably priorities might be able to fix it but I doubt it as basically it both are saying where the points should be in relation to the objects axis, but with conflicting information, whichever expression is set to a later priority, will likely overide the other.




What I don't get is why you don't constrain the tongue which must have the FFD as a child as it isa deformer. This way the tongue object (not just the points which is what the skin would do) is moving with the joint, and then the posemixer is adjusting the points positions within the tongue object. That would be the faster and better way to go.

robotbob
12-17-2006, 03:03 PM
good advice

i have used the contraints tag on the tounge and removed all weights and skin tag from the tongue. - i cant delete the redundant tounge joints yet as my jaw joint flips 90 degrees if i do this so have just left them there for now untill i figure out how to edit the joint heirachy after skinning + weighting.

the pose FFd's, that are used in posemixer, are with the controllers and only the target FFD sits as a child of the tounge mesh and will follow the tounge becasue of its resulting contraint to the head joint.

so its all good thankyou kai.

p

silverpoundcans
04-24-2007, 03:48 PM
jeez.... ok quick question... where the hell did you guys learn from? im at a loss! is there is nothing out there that speaks on Mocca as thoroughly as you guys obviously know it? thanks!

LucentDreams
04-24-2007, 04:14 PM
self taught, and in case of maxon tools beta testing, so I've had longer exposure to the tools.

silverpoundcans
04-24-2007, 04:20 PM
self taught how? trial and error? That would suck considering that there is always a limited time for anything to be done these days... and since i am trying to learn Mocca so i can actually utilize it to the fullest where would i learn that... everyone (tutorials and dvds) grazes the topic of mocca but no one takes that plunge... crappy that everyone has to seemingly fend for themselves and that maxon doesnt see the benefit in shoveling this kind of important info to be made available without scouring the internet for misc tutorials! any idears?

LucentDreams
04-24-2007, 04:54 PM
I'm working on it for cineversity ;)

have you tried the tutorials on the R10 DVD. granted not as advanced or in depth as I'd like but for anyone getting started its pretty thorough. Besides Cineversity maxon Us has just started to expland on its educational resources in other areas as well, the Motion graphics master classes and my Cinema Adobe pipeline Bootcamp at NAB were a prime example of that. I'm sure you will see maxon expanding into more areas, and providing links ot other resources and products more on both the maxon site and cineversity. Education is defintiely becoming a big priority in the US office.

There are plans to do a book as well, but no dates given for now, definitely not till after a 10.5.

CGTalk Moderation
04-24-2007, 04:54 PM
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.