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republicavfx
01-22-2008, 10:04 PM
anyon used the tool in bonus tools which lets u make blend shaped based on bone deformations...kind of like pose deformer...not as robust but faster maybe.

just wondering if people were using it in production
and what they thought of it in comparison to pose deformer

tnx

cmogk
01-27-2008, 02:04 AM
I guess it's OK if you need something quick - if you're going to do a lot of poses, you probably want to shop around.

BoostAbuse
01-28-2008, 06:00 PM
There's quite a large difference between using just a standard corrective shape and a pose-space deformation method in how they both solve the mesh. A PSD uses Radial Based Functions which give a finer approximation of distance from the point of origin. Unfortunately due to the complexity of using RBF's for solving the points on the mesh it's not possible to solve this via MEL so you will need to compile through C++ (Michael Comet has a PSD tool that works using RBF's and uses a Gaussian algorithm).

Some reading on RBF's and PSD's can be found here if you're interested:

http://en.wikipedia.org/wiki/Radial_basis_function

http://www.idiom.com/~zilla/Work/PSD/PSD.pdf (http://www.idiom.com/%7Ezilla/Work/PSD/PSD.pdf)

(it's a lot of technical mumbo jumbo but there's some good take-away from reading it and getting a better understanding of the system and how it works in contrast to just a regular blendshape).


I've used both Michael's PSD tool and a mix of corrective shapes in production before, for the really tricky situations in solving multiple rotation points (shoulders for example) a PSD tends to prove the best method over driving a standard corrective shape. Generally if you need to solve for more than 2 vectors of rotation a PSD will work better whereas if you're just solving for a single vector based rotation a corrective shape should do you fine :)

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