01 January 2013 | |
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Rigger Animator
portfolio
Daniel Lima
CTD and Character Animator
BlueSky Studios
USA
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![]() Hello everyone,
It has been a long time that I don't post anything here but I guess now I have a good reason to do it. ![]() ![]() Demo worflow Demo tweak inbetween Demo Mirror Correctives ...I will be releasing the tool for free on my WIP blog after I finish some other videos and some few other lines of the code. Thanks to all |
01 January 2013 | |
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Frequenter
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Nice tool!
Will it be free to download or at least test it out ? Best Regards, Tri |
01 January 2013 | |
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Rigger Animator
portfolio
Daniel Lima
CTD and Character Animator
BlueSky Studios
USA
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Originally Posted by tristratos:
Nice tool!
Will it be free to download or at least test it out ? Best Regards, Tri Thanks! That's the idea. I just have to finish some stuff more and on my spare time I will be posting on my website. |
01 January 2013 | |
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Frequenter
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Please keep us posted here as well so that we may check it out when released!
Best Regards, Tri |
01 January 2013 | |
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neglostyti
portfolio
Viktoras Makauskas
Vilnius,
Lithuania
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does PSD calculation support any pose-space deformation? Or just specifically skin cluster with transforms as influences? Looking forward to try that out.
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01 January 2013 | |
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puppet tamer
cedricB
CharacterTD
France
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nice tool Daniel:
I studied this problem myself an it was most straightforward to deal with the weighted influence of the incoming skincluster matrix : from there inverting the resulting matrix to build a shape is easy but also more accurate. @uiron: i also look at inverting mesh based influence in a skincluster but got stuck because the binding method is not really obvious: there is a base mesh and a deformed mesh ,we can make some assumption here and guess that maya use some king of uv value with an offset to compute the vector to apply . I got no good result but writing a custom skincluster with your own binding method can solve that problem. |
01 January 2013 | |
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Rigger Animator
portfolio
Daniel Lima
CTD and Character Animator
BlueSky Studios
USA
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tristratos: As soon as release I will let you guys know on this thread.
uiron: It should work with whatever skinCluster, even third party ones because I don't rely on any information of the skinCluster deformer itself but just on the results of it. tontonsuspect: I confess that I not even tried to do the query joint influence mode because I though that if once I have a target activated together with a pose due to a skinCluster the PSD calculation wouldn't consider this overlaped activated target on the surface. I don't know... since I didn't try this method... is this really happen? I want to make a video explaining the way how I used and if I really do I will be posting here. |
01 January 2013 | |
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puppet tamer
cedricB
CharacterTD
France
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you can invert your shape without caring about the overlapping shapes: that's when you try to mix these that you must keep track of the order they where created( i sure you know this full well) .In my project i use a regular blendshape with negative weight to extract the corrective target from the history stack( once the shape has been inverted ). Didnt bother to write a deformer to mix shape as the pose trigger i wrote do that well enough for me.
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01 January 2013 | |
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Rigger Animator
portfolio
Daniel Lima
CTD and Character Animator
BlueSky Studios
USA
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Originally Posted by tontonsuspect:
you can invert your shape without caring about the overlapping shapes: that's when you try to mix these that you must keep track of the order they where created( i sure you know this full well) .In my project i use a regular blendshape with negative weight to extract the corrective target from the history stack( once the shape has been inverted ). Didnt bother to write a deformer to mix shape as the pose trigger i wrote do that well enough for me.
That's very interesting the way how you did it because I really wouldn't know what to do with the opposite delta values. Do you have it some demonstration in somewhere? I'm curious now... do you have some benchmark numbers in vertices and secs? Cheers |
01 January 2013 | |
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puppet tamer
cedricB
CharacterTD
France
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I talked about it on my blog: http://circecharacterworks.wordpres...6/presentation/
and you can see a practical usage of it in this video: http://vimeo.com/55800775 I use to overlap shape in the past but now I prefer to split the deformation pipeline in two: the shape and the weight: that's less work and easier to maintain: my pose trigger handle weight array because you rarely use a corrective shape in isolation, my interpolation is also linear( ok its easy to had curve, gaussian blur etc ) cause its also much easier to setup it that way. @benchmark: i work on limb region so it less than 4000/5000 vertices and it take something like 2 seconds two compute on 1 shape: it enough for me and haven't had any needs to optimize thing until now. @ negative delta : you can do it with simple vector operation but a regular independent blendshape can do this for you: its what eric miller and paul thuriot has shown in their hyper real dvd series( dont need to have a parallel blender for it to work on this instance ) |
01 January 2013 | |
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Veteran
portfolio
Richard Maegaki
Rigger
riggerman.co
Brazil
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Nice work Daniel!
![]() I loved the "visual in-between manager"! It would speed up my rigging process a lot. I will be testing your tool... soon. Last edited by Richardyzo : 01 January 2013 at 08:12 PM. |
01 January 2013 | |
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Rigger Animator
portfolio
Daniel Lima
CTD and Character Animator
BlueSky Studios
USA
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Awesome!! Very clever the way how you approach with the multi angle joint reader! Are you saying that 4000/5000 vertices is on the sculpted area of the limb getting calculated in 2secs or this number is the the full geo? If it's getting calculated this much in this time That's really good! ...the character that I showed have a little bit more than 20k vertices but during the calculation it query only the area that I sculpt witch is less than 2k and it proceed with the PSD in 0.8s
Last edited by Daniel3D : 01 January 2013 at 09:22 PM. |
01 January 2013 | |
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Rigger Animator
portfolio
Daniel Lima
CTD and Character Animator
BlueSky Studios
USA
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Originally Posted by Richardyzo:
Nice work Daniel!
![]() I loved the "visual in-between manager"! It would speed up my rigging process a lot. I will be testing your tool... soon. Thanks Richard!!! ![]() ![]() |
01 January 2013 | |
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Expert
portfolio
Alex Huguet
lead Modeller, ILM
Vancouver,
Canada
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I haven't tried it yet, but that is Fucking amazing!!
![]() ![]() __________________
http://www.metamesh.blogspot.com |
01 January 2013 | |
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puppet tamer
cedricB
CharacterTD
France
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Have you though of a system to create your corrective shapes?
or are satisfied with softdeformer,lattice,brush sculpting? There are a lot of interesting things even on the legacy maya flexor: it doesnt work well but the general idea to push the articulation points on the side or bulging the mesh as the angle increase has always interested me. Lately as many people, i want to rip open the maya muscle toolset to extract some of its feature like smart collide. Instead of storing vector delta , i want to be able to describe this phenomenon more abstractly like defining region on the articulation which are used to efficiently shift point: - on the outer part of you knucke you have a very thin skin with no meat underneath and your points slide on it. - on the opposite side you always will have a crease no matter your how realistic/ cartoony your character is, so wouldnt it be better to have a tool to slide point procedurally? |
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