Re: Linux ?? ... a real GATOR problem...and C++

Date : Tue, 17 Jan 2006 12:04:33 +0100
To : XSI(at)Softimage.COM
From : Véronique Benquey <biscott(at)k-racter.com>
Subject : Re: Linux ?? ... a real GATOR problem...and C++

Thanks ! I will try this.

But I just don't understand when it is possible to use SetDeformerWeights ? Is it usable with normalize on?
Is it possible to have in a next version a flag on/off normalize ?
 or a global function to set a the same time the weights for all the deformers and all the points ?

Also, is anybody have looked at my GATOR problem on linux ? the little script on the etho scene.
(XSI_SAMPLE).
The skinning on the result object is fine on Window, but no where on Linux (i.e. if you move a leg, the other is moving).

MeshSubdivideWithCenter , "ethomodel.lowres_body", , siPersistentOperation, siKeepGenOpInputs
TransferAllPropertiesAcrossGenOp "polymsh.polymsh.MeshSubdivideWithCenter", "polymsh", , True
CopyAnimationAcrossGenerator "polymsh.polymsh.MeshSubdivideWithCenter", 0, 2

Thanks,
    Biscott.



Stephen Blair wrote:
Hi
 
Are you using SetDeformerWeights?
 
SetDeformerWeights uses the interactive weight painting mechanism to write on weight maps.
 
In 5.0, the interactive weight painting mechansim was fixed so that painting weights always normalizes and rebalances the weights across deformers. The side-effect of this fix is that calling SetDeformerWeights now results in the normalization of weight values.
 
The workaround for the problem you are having in v5.0 is to use the ClusterProperty object to set the deformer weights (eg use ClusterProperty.Elements.put_Elements). This will bypass any normalization.
 
Steve
 
 

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM]On Behalf Of Véronique Benquey
Sent: Mon 16 January 2006 8:35 AM
To: XSI(at)Softimage.COM
Subject: Re: Linux ?? ... a real GATOR problem...and C++

Hi, thanks for responding.

'doesn't work' means the skinning is really bad, not at all like the first one. If you move a leg,
the other one is moving. But on windows, the same script is OK.

I have done (since the 3.5 version), a plugin to copy the skinning from a polymesh to another,
and  when I heard about the Gator, I thought that I will through this code away.. But not.
And even this code does not work anymore. The problem seems to be that you can't do an envelop
whithout been normalize. But, when you create one, it is not empty. So, when you add Deformer by
deformer the skinning values, the envelop is modified to be normalized, and so the first values you put
are changing.. (Just like if you have normalize in the interface when editing the envelop weigth).

I did not found anything about a global mode like normalize on/off,
and there seems to be only in script the function to set all the values for all the deformers at the same time.

But I am doing a plugin on Linux..
Have you got an idea ??
Thanks,
Biscott.


kim aldis wrote:
You'll need the obedience plugin. it doesn't always take.
 
Can you give a bit more information than 'doesn't work'? error messages, what happens, etc.


From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Véronique Benquey
Sent: 16-January-2006 08:38
To: XSI(at)Softimage.COM
Subject: Re : Linux ?? ... a real GATOR problem...


All about wifes, Mistress....quite funny.

Can I add the male version, updating to husband ?? the 'help in house' is suddenly broken,
and the 'look around other girls' is switch on !!!!

Ok, I would like to talk really about linux...

I've got a gator problem. This script do not work on Linux, but work on Windows.
But I really need it on Linux (all our  staff is on it). Do I miss something ? Just like a
switch "normelize off" on the skinning...
this script is for the scene etho in the XSI-SAMPLES .

Thanks.
Biscott.

MeshSubdivideWithCenter , "ethomodel.lowres_body", , siPersistentOperation, siKeepGenOpInputs
TransferAllPropertiesAcrossGenOp "polymsh.polymsh.MeshSubdivideWithCenter", "polymsh", , True
CopyAnimationAcrossGenerator "polymsh.polymsh.MeshSubdivideWithCenter", 0, 2




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