Technique behind the Neckling


#41

Guys, try to understand that you’re asking one of Messiah:Studio’s developers how these techniques he’s pioneered and personally built into that software can be replicated in a competing package. You mean well, but that’s a little disrespectful.

If you want to reverse-engineer this in other software, it’s going to be a challenge. See two comments above this, and substitue “Alias” for “Discreet”.

I mean, you're welcome to try.  Just, don't ask for help with that in the pmG Messiah forum.  See "disrespectful" note.

(and again, if your time is worth money, it’ll be less wasteful to just buy a copy of Messiah:Studio –the workstation edition’s only $299, and I believe it comes with the Neckling work file for you to play with)


#42

Thanx AP, but essentially this type of question almost makes a better advertising for messiah:Studio, if you think about it. The reason for it is because of the difficulty this would mean to a Maya user, while it is incredibly easy to do that in Messiah. After all I’ve learned about Maya, it would be actually impossible for someone, who doesn’t program plugins, because MEL script can only go so far and even if someone would figure a way to do it with mel, it would be incredible slow and most likely unbelievably uncomfortable to hook up. In Messiah it is all part of the way it works and therefore extremely natural to hook up. No fancy weired steps that require extensive research into several directions, but instead you can simply use all you arleady know about the works (Bone deform and the Shaderflow…that’s all)…and more so you can take this and go how ever far you want to go with it…your creativity is what opens the gate to, well, anywhere you wonna be, anything you wonna see! :slight_smile:
Well, that sounds a little grandious, but essentially it’s not wrong at all. The concept is that everything’s equal and therefore you can use anything with everything, and if logic permits (sometimes even beyond that, hoho), you can just do it. Yeah, yeah, of course that just goes for what we’ve got in there so far, but there’s more to come in a few weeks from now. I have to finally get my act together regarding tutorials and demos and such, but I’ve actually been working on projects (music videos and commercials) with messiah:Studio, which turned out instantly successful and are yet another proof that we are on the right track. All of those projects didn’t even require me to write anything new, which also bothered me a little bit, because I really love when new things come through a direct purpose. But in the meantime we actually began to finish up another great section, which I will keep a secret for just a bit longer…hehe…it’ll be loads and loads of fun and I can’t wait to put that into the next projects as well…you’ll see…it’s beyond characters, that’s all I’m gonna say. :smiley:

However, for our Maya users: All you need to do is create some kind of handle (like a bone for instance), make it a muscle bone (with a target to point to and something that maintains the virtual volume of that handle), blend between the coordinate systems of handle and target and map any texture to it and have this effect the displacement. Then you got it! :thumbsup: …kind of…then it’s a bit more blending and a bit more finesse with the mapping principles and the combining blending between instances and of course instancing itself as well…but yeah…that’s basically all…took me three days to figure out and finish up. :slight_smile:


#43

Hey Taron, will the new basic shader be part of the next rev or stand alone.
I know that last one had some boo-boos.


#44

Hi Taron,

this is some of the most inspiring work i’ve seen.
i come from some other SW bckgrnds, and lack of readily avalible SSS is a major drawback.
it seems everyone is behind m:S when it comes to implimenting new inovations in animation/rendering.

thanks for sharing all the knowledge details nad concepts, i’m sure TARON is gonna be one of the major keys bound to messiah:Studio’s increased popularity in the near and (i’m sure) far future!


#45

Anybody know how to do this for Maya?


#46

Scroll up.

It’s easy, if you’re a god. Otherwise, let me revise my answer:

Step 1: Export to Messiah:Studio…


#47

Yeah it’s pretty easy to pull of this effect in Hypershade (with Nurbs). Basically you just need to find the closest point on the surface you wish to displace from the object you wish your texture to originate from. And use UV’s of the closest point to translate the texture frame of the place2d texture node that is placing your displacement map. Think I also had to set the UV offset to 1.5 as well. Unfortunately Alias still has not given polygons as equal of a treatment as they have nurbs. To pull of this effect you have to use the closest point on surface node, which right now only supports nurbs, however the functionality of this node does exist for polygons in the api, so it can be done if you roll your sleeves up and code it. It’s a really simple dag node.


#48

That’s wonderful, I really can’t wait to see you do that! I also can’t wait to see your reply edited! :smiley:


#49

HAHAHA right on.

quoted for posterity:


#50

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