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Old 08-07-2014, 05:15 PM   #1
Zapan669
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Hans Godard
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Thumbs up Plugin and Nodal DemoReel

Hi guys,

Here is my new 2014 Demo Reel :





Thx for watching ! Give me your "like" ! ^^

You can contact me if any question

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Last edited by Zapan669 : 08-13-2014 at 07:24 PM.
 
Old 08-08-2014, 02:33 PM   #2
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Very nice! How long does it take you to write this kind of cool stuff?

David
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Old 08-10-2014, 10:11 PM   #3
stallion151
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very nice work! would love to use some of those in the outside world!
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Old 08-13-2014, 12:33 AM   #4
Zapan669
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Thx guys !
All your comments are welcome !

@djx : about 8 months
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Last edited by Zapan669 : 08-13-2014 at 07:25 PM.
 
Old 08-13-2014, 05:30 PM   #5
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awesome stuff
 
Old 08-14-2014, 02:30 PM   #6
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Very cool stuff! I liked the dynamic bone chain on the character, that looked hilarious! : )
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Old 08-15-2014, 03:49 AM   #7
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That's really impressive. Hopefully someday you'll have time to share how they're done
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Old 08-15-2014, 05:25 PM   #8
Zapan669
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Thx guys, don't hesitate to contact me if you have some specific questions
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Old 08-15-2014, 11:12 PM   #9
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Quote:
if you have some specific questions

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Old 08-16-2014, 10:30 AM   #10
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The tools are neat. I also particularly like yr spongebob viewcube
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Old 08-17-2014, 04:37 AM   #11
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Quote:
Originally Posted by tonytrout
The tools are neat. I also particularly like yr spongebob viewcube


Lol, thx to Richard Maegaki for the texture (alias 'Riggerman')
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Old 08-17-2014, 05:48 AM   #12
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Yeah I have him orbiting my viewport now, thx
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Old 08-17-2014, 06:16 PM   #13
Zapan669
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That´s really what everybody prefers in my demo !
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Old 08-22-2014, 08:34 AM   #14
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Hey Hans,

This stuff is so awesome!

It's funny to see that lately I've been trying to tackle the "Sliding along surface" paper from Disney, but I can't seem to figure it out at all! I really wonder if you're willing to share a more 'pseudo-code' like example of the algorithm!

And about the collision deformer I would love to know how you set up that bulging! Like how you calculate the offset to where it should bulge. Is it based on distance to the closest point that is being deformed? Also it doesn't seem like you're only bulging along the Vertex normal in that 'head preview', or is that the 'back weighting' also pushing it to the sides?

By the way, since you've already implemented the Laplacian you're not that far from the Delta Mush implementation. It gives some pretty nice result, here's a video from R&H's Voodoo (2nd video): http://www.fxguide.com/featured/voodoo-magic/
And here's an implementation in Fabric Splice / Maya: https://vimeo.com/103717638

Anyway, great job!
 
Old 08-22-2014, 03:13 PM   #15
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Hi Roy,

I confess I dońt really have the time to work on the 'delta mush´ for the moment, which is for me a special case of the Eigen deformation paper written by Tamal Dey : Paper
Maybe one day

You are entirely right about the collision deformer, I firstly move´back´vertices,
Then move along normals, results are really better than simply moving along normals.
ClosestPoints or raytrace are needed for that.

About sliding technique, the process is really simpler than it appears in the paper,
First start from a point or a vertex on the mesh, choose a direction vector, choose a distanceMax, from now the algorithm is mainly composed of plane-segment intersections with edges, you continue the process until your dMax ! Which is very fast in c++

Hoping this can help man
Hans
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