"Encage" Plugin: Viable Render-Time SDS?


#11

Steps:

  1. Create a simple cylinder and skin it with 3 bones
  2. Add MrBlobby and set “Facet blobs” in his interface
  3. Link skinned cylinder to MrBlobby. Blobs are ready
  4. Change the bone chain. Blobs are not updated
  5. Switch MrBlobby group visibility OFF/ON, it forces the update

Same for Encage, same for any model plug.
So, summary: we are sorry for host doesn’t do what you need :slight_smile:

Aha, usual story (instructions instead of prj)

Steps:

  1. Create a new project with Ubershape cube
  2. Add Encage and link the cube to it. We see SDS “spheroid”
  3. Open Encage and set “Subdivision Steps Animator” to zero. Click Ok, we see original cube

Hmm… where is a prob? Don’t spend your time for instructions, a test prj is the shortest way, sure


#12

I understand, all technology has its limits. I was only pointing out what the workaround is. Animating at level 0 is not bad, it makes for a very responsive interface.

Done


#13

What machine have you got Ian?


#14

It’s happened on my work machine, a dual 2ghz G5 with 10.4.4

Next time it happens i’ll strip out a project and send it in.
Ian


#15

I already did that and the Igors couldn’t reproduce it on their G4. What graphics card have you got?


#16

I have two (dual monitors), i’ll have to have a look tomorrow because it’s my work computer, ill edit this post to let you know.

Edit: They’re both Radeon cards, a 9200 and a 9600 (both 128meg).

I duplicated this bug in a project today, but when i tried to delete all the other objects EI crashed (huge scene). I’ll try again when i have more time.
Ian


#17

I have to be short right now because I am beta testing somethings but this is a really important topic that I would like to interject a point or two. So pretend I’m talking really loud because I want to get my point across.

First, you should not have so many breaks with a character deform. I have heard rumors that there is a problem with weight map skinning and this sounds like one, though I haven’t experienced it first hand. You shouldn’t have ripping in your deformation on simple geometry. That’ s not how EI is suppose to work. It’s a character tool by itself. You should not have to buy a plug to fix it. It should just work. Yes, buy Encage, but not by force as a bug fix.
I have low poly character meshes that work BEAUTIFULLY NOW. I rigged them almost two years ago. I haven’t created a new skin object. I hope and PRAY this is not a problem, already I heard that people are leaving EI because it’s not working properly. We must fix the root problem and not throw patches and plugs to fix it. Encage stands alone as a beautiful tool but is a extra step to if someone wants a fast and simple workflow.

Second, I have had the same problem with Encage model jumping when I switch back to a low resolution proxy. I love Encage for ZB work. Encage has the potential to be a necessary tool to proxy models for high end film work and high resolution texture. Zbrush must use Encage because even simple color maps must be rendered at the same resolution it was painted at in Zbrush or the UVs with look wobbly. This is a resolution problem not UV, Zb, EI,or Encage problem.

I have a full test character that I skinned which works with Encage if I skin the plug, but the skin jumps off the rig if I switch back to Zero. It’s still there but is in a new position.


#18

If there are true problems, I’m sure they will be fixed. Its too important to the new FBX pipeline for weight maps not to work. Anyone leaving EI may be leaving a bit prematurely on this one.


#19

Sorry, I know this could be really bad PR. It’s all very premature, and I haven’t test the problem for myself. I don’t know for sure if there’s a true weight map problem from my first hand exprience. As stated, it’s just too important to overlook. I guess I’m being slightly paranoid because I don’t want to have such a problem when I start rigging agian. It is simply not possible to rig any character without good wmps and softening fall Off. I have never had a problem with wmps in EIAS before. Maybe the people complaining are at fault. I don’t know for sure.

I also apologize to Igors, they do excellent work. And Yes, EI programming team has been excellent at resolving any reports ASAP. 

I see no reason to abandon EI, it's too USEFUL and powerful and fast.

#20

BTW, I have had no problem with FBX weight maps or skins that were generated in Maya and imported to EIAS. I believe the complaint was with wmps directly generated in EIAS. It wasn’t wide spread just one or two sources that were constant. I know they enjoy being annoying.


#21

Radeon eh? Exactly the same type of card that I have. I wonder what the Igors are running on their machine


#22

I would suggest getting encage. I love the fact that I can work with low poly characters in realtime and render out hires ones without swapping at render time. You do not have to do sample renders, just turn up the tess in animator to see what you will get.

Here is the first test I did with encage. The base polymesh was a little messy and has since been fixed, but this test still shows what great results one can acheive using this plug.

Before Encage:
http://www.morleyarts.com/testinglab/beforeencage.html

After Encage:
http://www.morleyarts.com/testinglab/afterencage.html

Richard


#23

Richard-

Looks great.

About the “Encage bug you ran into with the doubling of model size,” though…is this a frequently occurring bug with Encage? I’m not sure I want to be dealing with something like that on a regular basis.

GM


#24

Thanks
Well, it was partially user error. I did not realize that when using encage you can’t scale an object within animator before linking it to the plug. When you turn the plug on, suddenly the object jumps to that scale. For instance, I think this character was 1.0 in scale, so I increased it to 2.0, then linked it to encage. Once encage was enabled, it jumped 2x in scale in animator. When it rendered out though, it was the correct scale. Easy fix, make sure your model is the correct size, export as parked fact, reimport and link to encage, end of issue. It’s a pain in the butt but easy enough to work around. I wish they’d update it so this wasn’t the case.

Hope this helps.


#25

Excellent prognosis of the figgamajigorator Richard.

I didn’t get that. In my case, it was a small jump. I was only scaled a little.

You probably don’t even have to render this stuff to view your animation.

Awesome. My hope for new character is to use Encage as a proxy tool…

I like the model as well, the flesh line for cheek coming from the nose is just little to straight. Also, I see you have no problem with weight maps?


#26

Thanks Alonzo
Well the model has been tweaked since this first test. His cheeks are much softer now. And no, there are no wmps on this character. I stay away from them as much as possible when dealing with characters. I just use extra bones. Wmps are great on ubers.


#27

Just to point out that the cause of this issue has been discovered, it’s an API bug in EI and it can happen with several plug-ins. As Manuel spotted, toggling group visibility fixes it.

Ian


#28

So what’s the newest version of encage anyway? I still get no motion blur with deformed skins using encage which really sucks. Am I missing something?


#29

There was a motion blur bug in the first release, the problem was solved in a few days after the initial release.

Maybe you should apply skinning to Encage, not to the actual geometry :wink:

Cheers

Hans


#30

Wrong. You should definitely rig the geometry, not Encage. If he result can’t be motion-blurred, make sure that you’ve got the latest version, check with Konkeptoine. Unfortunately, plug-ins don’t have version-numbers, so you’ll just have to ask them.