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kickstand
03-08-2008, 02:30 PM
StretchMesh is a new paradigm for surface deformation. By using a fast algorithm for relational vertex knowledge, smooth character deformations can be created quickly and with superior results over existing techniques. StretchMesh is implemented as a standard Maya deformer to work seamlessly with and enhance existing work flows.

StretchMesh: (http://kickstandlabs.com/tools/stretchmesh.php)

http://kickstandlabs.com/tools/kickstandStretchMesh_thumbnail.jpg (http://kickstandlabs.com/tools/stretchmesh.php)



FaceLift is a complete rethinking of how digital character faces can be setup and animated. Built on Kickstand's Core StretchMesh Technology, FaceLift captures the natural stretchiness of the face. Robust enough for stylized or realistic faces and optimized for interactivity FaceLift can be used to produce an unlimited range of expression. Kickstand's FaceLift puts sophisticated, production ready, face development tools in the hands of artists and integrates with any production pipeline.

FaceLift: (http://kickstandlabs.com/tools/facelift.php)

http://kickstandlabs.com/tools/kickstandFaceLift_thumbnail.jpg (http://kickstandlabs.com/tools/facelift.php)


http://www.kickstandlabs.com/

kickstand
03-16-2008, 06:01 AM
StretchMesh and FaceLift (which includes StretchMesh) will be released in spring 2008, and are tentatively priced at US$199 and US$349, respectively. We'll be announcing a specific release date as soon as possible so please keep an eye out for the latest information.


http://www.kickstandlabs.com/

Firas
03-16-2008, 08:29 AM
thats amazing ... i like it alot, very nice simple and clean...

with faceMachine and FaceLift i think that rigging is starting to enter new level in the comming year ...

***** five starts deformer node

CaptainSam
03-16-2008, 05:11 PM
Will there be a free "reader" plugin as well, so that one can install it on the renderfarm and all animator machines, while the riggers have the full plugin that can create the actual nodes, or does every single machine need to have a license (in which case the pugin would be out of the question for us at least)

kickstand
03-18-2008, 05:23 AM
Will there be a free "reader" plugin as well, so that one can install it on the renderfarm and all animator machines, while the riggers have the full plugin that can create the actual nodes, or does every single machine need to have a license (in which case the pugin would be out of the question for us at least)
StretchMesh and FaceLift will be able to read and evaluate nodes without a license. A license is only required to create and modify new nodes. So you won't need to purchase a license for each machine in the renderfarm.


http://www.kickstandlabs.com/

modi
03-21-2008, 02:09 AM
WOW, I can't believe this thread is not getting more hits. This is an amazing plugin. Will there be a beta or a trial version which we can test?
cheers

Matt Leishman
03-21-2008, 07:02 AM
here here modi! This deformation tool is insanely cool. the realtime collisions alone are enough to make me wanna squeal. will there be a beta that needs testing?:D

refract
03-21-2008, 07:03 AM
That seems to work just like 3dmax's soft selection, but with Houdini's push effect. Very nice addition to Maya.

AdFont
03-21-2008, 09:04 AM
Looks very promising! I watched the videos and heard that an autorigger for FaceLift will be available. A few questions on that:

Is the autorigger limited to only humanoid faces or can we get all crazy and set it up to work on characters with different facial structures, i.e. animals?

If doing a cartoony head, is it possible to apply the StretchMesh to the whole head, above the FaceLift, to get a nice squash and stretch effect while still working with the shapes already set for the face?

What type of control schemes are being worked up for the face? Box, on face, both?

And last but not least..... when can we try it!!

Thanks
Font

kickstand
03-25-2008, 02:07 AM
WOW, I can't believe this thread is not getting more hits. This is an amazing plugin. Will there be a beta or a trial version which we can test?
cheers
Thanks! There will be a beta version, but at the moment we have a full lineup of beta testers. Feel free to check back with us later if you're still interested in the beta.

kickstand
03-25-2008, 02:23 AM
That seems to work just like 3dmax's soft selection, but with Houdini's push effect. Very nice addition to Maya.
I should point out that StretchMesh is different than a soft selection. A soft selection is a selection with a falloff, such that points near the selection inherit a percentage of the transformation. But you can think of StretchMesh as giving your mesh an inherent stretchiness, and it works like a native Maya deformer so it can be combined with other deformers. We plan to introduce some exciting new features to StretchMesh/FaceLift, so please stay tuned!

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kickstand
03-25-2008, 03:05 AM
Looks very promising! I watched the videos and heard that an autorigger for FaceLift will be available. A few questions on that:

Is the autorigger limited to only humanoid faces or can we get all crazy and set it up to work on characters with different facial structures, i.e. animals?
The autorigging feature will be very robust, I'll try to summarize it as it currently exists. The autorig will include a number of "template" faces (humanoid, stylized, animal etc). The user will choose the template that most closely matches the face they are setting up and go from there. The template library will grow over time. In fact, anyone using FaceLift will be able to define a FaceLift face as a "template", and use it to autorig their own faces. For example, if you have to rig a dozen vampire faces with different facial proportions, you can rig one with FaceLift, and use the autorigging features of FaceLift to rig the remaining faces.


If doing a cartoony head, is it possible to apply the StretchMesh to the whole head, above the FaceLift, to get a nice squash and stretch effect while still working with the shapes already set for the face?
Yes. However, FaceLift is built on the StretchMesh technology so it already benefits from the inherent stretchiness of the mesh. So to get a squash and stretch effect using FaceLift, you can simply add a scale to the face joints, or clusters, or any other deformer applied to the face.

What type of control schemes are being worked up for the face? Box, on face, both?
We expect FaceLift to support a variety of different control schemes. We'll be providing more information as we get closer to launch.

And last but not least..... when can we try it!!
StretchMesh and FaceLift are tentatively scheduled for a spring 2008 release. We'll keep our website updated with the latest information.


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twedzel
03-26-2008, 10:49 PM
Looks very intriguing. I'm liking what I am seeing with the collisions. What I would like to see are demos on more complexe surfaces. I mean no offense but everything works well on planes, cylinders, and spheres. What would really sell me is a demo really showing its stuff.

Also I noticed that you had a stiffness attribute controlling the falloff of the effect. If stiffness is at full there is no rubbery effect, does this also kill collisions for this region? Is it possible to have full stiffness and full collisions (ie separate stiffness controls)?

yolao
03-27-2008, 02:25 PM
this really looks very interesting, specially the collision and sliding features

kickstand
03-29-2008, 10:44 PM
Looks very intriguing. I'm liking what I am seeing with the collisions. What I would like to see are demos on more complexe surfaces. I mean no offense but everything works well on planes, cylinders, and spheres. What would really sell me is a demo really showing its stuff.

Also I noticed that you had a stiffness attribute controlling the falloff of the effect. If stiffness is at full there is no rubbery effect, does this also kill collisions for this region? Is it possible to have full stiffness and full collisions (ie separate stiffness controls)?
Collisions are independent of stiffness. If the stiffness is at zero, one, or anywhere in between, collisions still work. Keep an eye on the site for more complex examples as we get closer to launch.


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GrimPixel
04-07-2008, 07:42 PM
I know I am little bit behind the times but I just wanted to ask a quick question in regards to purchasing. You mentioned that FaceLift uses the StretchMesh deformer, as well as other tools, in order to rig the face. Does that mean if one purchases Facelift they have access to the function of StretchMesh deformers when not rigging the face or do you need to purchase both?

Thanks,
Grim

kickstand
04-08-2008, 03:38 AM
I know I am little bit behind the times but I just wanted to ask a quick question in regards to purchasing. You mentioned that FaceLift uses the StretchMesh deformer, as well as other tools, in order to rig the face. Does that mean if one purchases Facelift they have access to the function of StretchMesh deformers when not rigging the face or do you need to purchase both?

Thanks,
Grim

FaceLift includes all of the StretchMesh functionality plus more, so you would not need to purchase both. Thanks for your interest!

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Buexe
04-08-2008, 09:08 AM
This stuff looks really cool, and I`m looking forward to see a little bit more sophisticated examples. On a few occasions I thought that I can`t tell the difference between an attractor (did I get that right? ) and a cluster with some painted weights. Another thing I wondered is whether this collision feature also includes self-collision?
Cheers
~b

kickstand
04-09-2008, 04:21 AM
This stuff looks really cool, and I`m looking forward to see a little bit more sophisticated examples. On a few occasions I thought that I can`t tell the difference between an attractor (did I get that right? ) and a cluster with some painted weights. Another thing I wondered is whether this collision feature also includes self-collision?
Cheers
~b
An attractor and a cluster are different in a couple key respects. A cluster requires painting weights to get a smooth deformation while an attractor does not (the inherent stretchiness of the surface gives you a smooth deformation). A cluster will only affect the points that are assigned to it, but an attractor's effect can vary depending on the strength of the attractor and the "stretchiness" of the mesh.

Imagine a stretchy sheet, if you pinch the sheet and pull it one centimeter, you might affect a ten centimeter region of the sheet. But if you pull ten centimeters, you would affect a much larger region of the sheet. So the vertices that are affected by an attractor depend on the strength of the attractor and the stretchiness of the mesh (defined by the stiffness attribute).

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Buexe
04-09-2008, 08:54 AM
Cool, thanks for the reply. I thought there must be a difference, but I could not directly figure it out :D . HAving this stretchinees distributed automatically is nice, but does the user also have the option to paint it with Artisan, so there can be more precise control in regions where needed?
Thanks in advance!

kickstand
04-10-2008, 05:19 AM
Cool, thanks for the reply. I thought there must be a difference, but I could not directly figure it out :D . HAving this stretchinees distributed automatically is nice, but does the user also have the option to paint it with Artisan, so there can be more precise control in regions where needed?
Thanks in advance!
Yes, the stiffness attribute will be paintable. Thanks for your interest!

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DerDude
04-26-2008, 03:20 AM
felts very inspirering, reminds me to things like nCloth and the pixar character setup stuff :)
sometimes i wish i woudn´t work in the gameindustry. Great Tool, realy works for animators and modelers

XminusOne
04-26-2008, 03:14 PM
It's spring:) and it's 2008, I can't get this tool fast enough personally, I really look forward to the release.

kap13
04-28-2008, 12:35 AM
I can hardly wait to try this

yenvalmar
05-11-2008, 05:41 AM
seems like it will make rigging a lot easier..

kickstand
08-29-2008, 02:54 PM
StretchMesh for Maya is now available at:

http://www.kickstandlabs.com/

The introductory price is US$249 per seat, and it is available for Maya 8, 8.5, and 2008 for Windows, MacOSX, and Linux (32 and 64bit).

Learn more about StretchMesh:

http://www.kickstandlabs.com/tools/
http://www.kickstandlabs.com/news/K...ss_08272008.pdf (http://www.kickstandlabs.com/news/Kickstand_StretchMesh_press_08272008.pdf)

http://www.kickstandlabs.com/news/Kickstand_StretchMesh_Image_small.jpg

kickstand
09-09-2008, 05:54 PM
We are also offering two week, fully functional, evaluations of StretchMesh for Maya:

http://kickstandlabs.com/tools/eval/ (http://kickstandlabs.com/tools/eval/)

Check it out!

NolanSW
09-10-2008, 06:55 AM
O o, I'm down for a sneak peak. Thanks Daniel for offering this.
-Sean

Ejecta
09-16-2008, 11:12 PM
Any ETA on the Facelift tool?

XminusOne
09-19-2008, 04:19 PM
Ok, who's used stretchmesh, and can give some feedback on it....Sean?:) I've gotten the trial offer, unfortunatly work is preventing from actually experimenting with it and my trial is up on the 24th and I don't think i'll get the chance to use it. How's it working? Any complaints, praises? Thanks!!!

NolanSW
09-19-2008, 07:11 PM
Got a quick chance to play with it and super easy to use. Collision stuff is really nice too. Haven't used it on a full fledged character since I'll run out of time for the trial but it's all super easy to implement and use. Hopefully the kickstand guys will give an evaluation of the facetools too (wink, wink).

-Sean

mustique
12-07-2008, 11:45 AM
I was about to start a thread about facelift but searched and saw this one.

I'd like to know more about facelift,
see further production video demos, more precise release date info etc.

I can see that kickstand might be busy with private projects,
but please keep us a bit updated. thanx

kickstand
12-08-2008, 04:08 PM
I was about to start a thread about facelift but searched and saw this one.

I'd like to know more about facelift,
see further production video demos, more precise release date info etc.

I can see that kickstand might be busy with private projects,
but please keep us a bit updated. thanx

As StretchMesh evolved during the development process, we ended up including almost all of the features intended for FaceLift in StretchMesh. We felt that this resulted in a better, more versatile tool.

Kickstand is now offering FaceLift as an internal service for hire.


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mustique
12-09-2008, 03:18 PM
So stretchmesh is enough for facial expression modelling as seen in the facelift demo video on your site? Are there any plans on releasing facelift (with whatever features you add) to the masses?

polyoptix
12-09-2008, 05:57 PM
I've seen the Stretchmesh videos and have been following it on the site, it really looks great. :thumbsup:
Now that some riggers and animators have had a chance to try it, I was wondering:

How does Stretchmesh 'compare' or 'fit in' with the Maya2k9 muscle deformers and/or the almighty poseDeformer?

It seems that poseDeformer is in its own category, but I am a little confused about Strechmesh VS Maya muscle system.

Any thoughts?

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