|
I see what you mean, but it's still slightly off the mark.
Local mode is a differential vector, describing the displacement applied
ON TOP of the position array, object mode, being object relative, will
be identical to the position array in case of a shape not containing any
deformations, hence making it the most convenient preset you can use to
store a position array if you can't be bothered pickling or dumping the
geometry.positionarray data.
only local needs what you're talking about, everything else references a
common and shared frameset, the object's center in object and the world
center in absolute.
******************************
| Raffaele Fragapane |
| Rising Sun Pictures |
| "Remember, TD is for TopDog" |
******************************
Rafe Sacks wrote:
I believe, with object and local mode, the data is still stored as a
relative offset (base shape - shape). Which was my point in my last
email. I was talking about the data, not the application mode.
If you wanted to read and store shape data (from the operator) but
apply it as a point position array (assuming I'm right...) you have to
add the base shape point position to the difference from the shape op
array to get the resulting shape point position array. Does that make
sense? If done on export, you are then storing point position array
data which could be easier to use for a variety of applications.
Correct me If I am wrong of course...
________________________________
R A F E S A C K S
Lead Character TD - Technical
Animal Logic Film
+612 9383 - 4800
Raffaele Fragapane wrote:
the default isn't local, the default is object, which means all
displacement vectors are relative to the object's matrix.
local is a fairly computationally expensive mode that will calculate
a frameset for each vector based on the point it operates on
(frameset being the averaged normal at the point, the projection on
the normal plane of the first edge and a cross product of these two),
and it's only useful if you have deformations happening BEFORE the
shape combiner.
the only mode left is absolute, which is really mostly a plotting
mode, as it references the shape in world space, making them only
useful if all you have on your actor is shapes and envelope+deformers
afterwards, but rendering of 0 use anything happening before and
voiding any transformation of the object's space as soon as a shape
kicks in.
******************************
| Raffaele Fragapane |
| Rising Sun Pictures |
| "Remember, TD is for TopDog" |
******************************
Rafe Sacks wrote:
You might want to consider changing the way you store the values. In
4.2 at least, the values are a difference between the base shape and
the other shapes (I think this is always true, though it might be
affected by the mode in which the shape is applied). I think (again
this is from memory), that I converted the values to be absolute
local values. It really depends on how you want to use them on
import though. If only for playback, the difference values are
probably the best. For rebuilding a shape setup, it might be a
different story.
Anyway, just one more consideration.
________________________________
R A F E S A C K S
Lead Character TD - Technical
Animal Logic Film
+612 9383 - 4800
Raffaele Fragapane wrote:
because a shapeclip doesn't contain animation di per sè, check the
object that has the shape, under the shapekey cluster you have all
the vector maps, that's what you want to save and load on, those maps.
******************************
| Raffaele Fragapane |
| Rising Sun Pictures |
| "Remember, TD is for TopDog" |
******************************
Brinkley, Marc wrote:
Is this possible?
I know that I can store an animation clip externally within the
properties of the action clip. But does this work with shapes?
When I open the shape clip all of the storage options are grayed out.
Thanks!
_______________________________________
*Marc Brinkley - EA|Chicago*
mbrinkley [at] ea.com
847.884.2000 x118
"[Fight Night] Round 3 on an Xbox 360 on a widescreen LCD TV is so
pretty it's the Jessica Alba of video gaming."
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