Questions about Braider


#1

Hello,

Someone knows why this braided model looks different in Animator than EIAS Camera?

Triangulate before Braiding is uncheked.
Scan Mode set to: XY Projection

it looks that the model is triangulated in camera…

the model is from C4D .obj with UV’s, via OBJ2fact.

Cheers
Diego


#2

The reason why it looks different in Animator and Camera is exactly what you’ve pointed out. Camera will ALWAYS triangulate a model before rendering. Its unavoidable.

Braider has some ability to compensate for this, but not too much. You can deselect triangulation in Braider to simplify the resulting output as you have done. However, Camera won’t care what Braider wants, because it will always triangulate the base obj’s geometry that Braider is basing its results on, thus giving you a totally different appearance than what you had in Animator.

You can activate “Use UV’s space to scan chains” which can help “cement” a non-triangulated polyline result in place, but it may or may not help you in this case. A lot depends on the base geometry. Try it and lets see the results.

If UV Space scanning doesn’t work and you want to absolutely ensure your Animator and Camera end results are the same, you should export your Braider polyline model out as a Fact and reimport. This will absolutely lock your end results in Camera.


#3

From what I remember…and this is going off of memory, .fac from EIM always behaved the same in animator or camera. Geometry created elsewhere (other than EIM) would always triangulate.


#4

Hola,

Normally “beaking texture” in C4d and import via OBJ2Fact works well, even can be done bake occlusion with good results.

But on this case, with Braider, we have fixed the problem importing via FBX, and now we can see Animator and Camera end results are the same.

Cheers
Diego


#5

Hi,

It is true that the problem was resolved via FBX, but if you apply any deformation or bones to the model then returns the same problem, can only be used in the Braider triangulated way, for us have very little interest, how much graphically more interesting is quadrangular so that we can not use this tool in our productions, because almost all our models are animated with bones and deformers.

if a deformer is applied to a model, Braider stops working properly, I am astonished that nobody has noticed this before it completely restricts the use of the Plug-in…

I hope that is a user error I have not read anything about this important limitation.

I spent four days trying to solve the problem :cry:… if someone manages to solve that please share it.

Cheers
Diego


#6

Diego…

Lets start with asking some basic questions.

  1. What are you attempting to actually do with Braider?

  2. Can you show us more samples of the project in progress?

  3. What are your reasons for keeping Braider an active plugin while being deformed?

  4. Have you tired exporting your Braider base results out as a fact for use with Swage?

Its difficult to diagnose your problem without seeing more on the project.


#7

Here I include a screenshot where is the problem with a simple Ubershape, but for now the case with any kind of model.

Cheers
Diego


#8

Diego…

Just to also point something out. Braider doesn’t “stop working correctly”…quite the contrary. Its working perfectly well. By keeping Braider an active plugin in your hierarchy, it is constantly evaluating the topology of your model through the rendering process. As mention, Camera can and will triangulate models automatically. When that happens, Braider senses the change in topology and dynamically alters its polyline generation on the fly. This is what’s causing the difference between what you’re seeing in Animator and what you’re seeing in Camera.

However, deformations on active Braider objects will work. Here’s quick example with an Ubershape:

http://www.paralumino.com/CG_Talk/Preview.mov
http://www.paralumino.com/CG_Talk/Project.mov

Paralumino generated geometry should also work as well.

So…lets try to further clarify how you are setting up your project…and lets see if we can find a solution.


#9

Hi Diego…

Also just a quick question. Are you deforming the base geometry that Braider is analyzing or are you deforming the Braider plugin instead? Each will give you a different result.


#10

Hola Brian,

I want to allocate Braider’s Offset and Amplitude to a sound wave form via XPression, if the model Brider froze, I can not animate any parameters.

Yes, if I export it works ok. but not animation parameters available.

Diego.


#11

Ok… that’s fine. Are you deforming the base geometry or are you deforming the Braider plugin?


#12

Olé, I atached bones to Brider and it works! I did not think that could deform directly the Braider plug-in.:blush:

sorry about “stop working correctly” my English is very basic.:wink:

Thank you very much for your support Brian:bowdown:

Im very happy to include Brider in our music stuff. Ill show results

Cheers
Diego


#13

Diego,

No need to apologize my friend. I just wanted to see you get the results you were hoping for. I’m very excited to see what you’re coming up with. Post when you can.


#14

Oh by the way…remember to watch the number of steps you’re using in your output resolution. The default value of 10 creates very detailed Braider curves. Those curves pumped into Swage will result in pretty heavy geometry.


#15

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