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View Full Version : Kickstand StretchMesh 1.5 - Never waste your time skinning again


ajitsinghyadav
07-10-2009, 06:44 PM
http://img150.imageshack.us/img150/9229/keithlangosm.jpg

http://www.kickstandlabs.com/tools/stretchmesh.php

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 calculates the local coordinates of polygonal vertices to achieve stretchy deformations that look and behave like skin without the need for complicated muscle systems or simulation. StretchMesh enables a whole new level of interactivity and realism in character technology for Maya


video Link :- http://kickstandlabs.com/tools/stretchMesh_h264_03072008-Desktop.m4v

or

http://youtube.com/watch?v=C_C_69pkqoY

Help Video provides a quick overview of StretchMesh for Autodesk Maya, making possible stretchy deformations that look and behave like skin without the need for complicated muscle systems or simulation. As Kickstand Partner and StretchMesh creator Daniel Dawson says, "StretchMesh enables a whole new level of interactivity and realism in character technology. From complicated regions like the human shoulder to expressive regions like a character’s face, StretchMesh provides a natural stretchy response that is quick to implement and easily art-directed."

# StretchMesh for Maya Features Fast vertex relationship deformer produces natural skin motion, stretching, sliding, and bending.
# Algorithm dramatically improves skinning resulting in faster character deformation setup.
# Can be used as a modeling tool, a realtime deformer, and/or a render time relaxation operation.
# Attractors pull points while maintaining stretchy behavior to quickly create shapes or act as animation controls.
# Collision objects help preserve volume and help produce shot-specific deformations.
# Professional-grade tool integrates with any production pipeline.
# Painting interface for intuitively modifying attributes such as stiffness and attractor influence.









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visionmaster2
07-10-2009, 08:11 PM
great plugin !
will it be available for 3dsmax ?


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phexitol
07-11-2009, 05:29 AM
I really wish these people would either post these in the respective software forum, or include what software they are made for in the subject.

ivanisavich
07-11-2009, 05:58 AM
Looks amazing (now I'm sad I don't use maya)

I guess my main question is efficiency of the code though....like, if I have a large character will all kinds of collision objects in the joints and stretchmesh on all the skin deformations....exactly how fast are my viewport updates going to be compared to just having the character skinned normally with painted weights?

It would be nice to see a video example of someone working with a fully rigged character (unless there is already one and I missed it).

SheepFactory
07-11-2009, 06:25 AM
This looks pretty sweet. Though I too would like to see some real world examples rather than deforming spheres and cylinders.

There is a evaluation license request on the site that lets you try it out for two weeks so I guess I will find out soon.

Remi
07-11-2009, 04:37 PM
I tried it a while back(v1.0 I think), didn't have any issues with it, I'm going to be buying this one. Super cool stuff.

theflash
07-11-2009, 06:13 PM
This is a great plugin it was posted quite some time ago here by the creators.

I think essentially it provides you this default fall off in any region of the mesh. So tweaking paint weights might become easier. However, I don't how useful is it in realistic characters. Also, many times this falloff has to be region by region bases. I am not sure if plugin allows that.

And definitely would love to see a real world example in a full character.

ajitsinghyadav
07-11-2009, 08:32 PM
This looks pretty sweet. Though I too would like to see some real world examples rather than deforming spheres and cylinders.

There is a evaluation license request on the site that lets you try it out for two weeks so I guess I will find out soon.


Keith Lango recently used it in his recent shot :-

http://www.youtube.com/watch?v=1RKbcdWPi18

u can read about it here :-

http://keithlango.blogspot.com/2009/06/funky-rigging-details.html










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theflash
07-12-2009, 07:16 PM
I think it works for him because of his character design and the way he wanted it to deform. I love their facial rigging technology idea. I have had similar idea in my project, ofcourse theirs is more advance.

solagratia77
07-13-2009, 02:10 AM
is it multi-threaded?

SheepFactory
07-15-2009, 07:21 AM
Has any of you guys recieved the demo download? It said "you will be sent a dl link 24-48 hrs" but its been forever and I havent heard from them.

Remi
07-16-2009, 04:11 PM
I got it pretty quick on the last version, probably within 10 minutes. Email em.

Ollarin
07-16-2009, 07:39 PM
This looks awesome!

If I use it on a rig, will it work for someone who doesn't have the plug-in installed?

azshall
07-17-2009, 12:20 AM
I really wish these people would either post these in the respective software forum, or include what software they are made for in the subject.

well. it is a Maya forum. the first assumption would be that. However did you at least even look at the videos.. The software package is pretty apparent but I won't spoil it for you.

mental
07-17-2009, 12:48 AM
well. it is a Maya forum. the first assumption would be that. However did you at least even look at the videos.. The software package is pretty apparent but I won't spoil it for you.
One of the mods moved this thread from the CG News forum. His post was most likely from before it showed up here in the Maya forums.

azshall
07-17-2009, 07:48 PM
One of the mods moved this thread from the CG News forum. His post was most likely from before it showed up here in the Maya forums.

Ahhh! hah, fair enough :)

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