Re: cascading blendshape animations?

Date : Mon, 16 Jan 2006 09:15:20 -0600
To : XSI(at)Softimage.COM
From : Oscar Juárez <send.me(at)antropomorphia.com>
Subject : Re: cascading blendshape animations?
Just giving a quick idea

I´d say import your mesh as blendshape from maya, just how you are doing
but also import the mesh only without deformations.

Use this non-deformed mesh as your base. And apply your deformed mesh
as a shape to your non-deformed mesh.

Apply corrective shapes to your non-deformed shapes, this way you can have this added
to your already maya animated shapes.


and you can also put some sort of corrective rig but watchout for the order of operators
maybe putting the envelope on the modeling stack?


just a guess hope it helps of something.



Tim Leydecker wrote:

Hi there,

I´m using a *no-scripting but great results approach* to get
characteranimations from Maya to XSI for lighting and rendering.

Simply exporting the charactermesh using the dotXSI plugin,
ending up with a blendshape for vertextransformation/frame.
No jointflippings, no hassle, everything looks good in Camera.

Now I´d like to have the additional option to add facial animations
via a set of superimposed blendshapes directly in XSI, simply
because the preview/redraw options are quite a bit better
compared to what I can get Maya to display (using polysmoothnodes).

I know, this is not the most ideal workflow, especially for correcting
intersections or floating only visible in higher level smoothing or with
displacement actually rendered - so I´m also looking for a way to
use a *corrective rig* ontop the imported vertextransformations/frame.

1) get the blendshaped/vertextransformations per frame from Maya
2) use the result as the input/baseshape for superimposed facial animation.
3) find a way to change the vertextransformations inside XSI to correct
for errors resulting from higherlevel smoothing/displacement difficult
to preview in Maya


I´d appreciate any thoughts, tips and warnings you guys can spare.

Cheers

tim








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