Re: secondary animation (deforming cushions)?

Date : Wed, 17 May 2006 19:34:57 +0930
To : XSI(at)Softimage.COM
From : Raffaele Fragapane <jaco(at)thejaco.com>
Subject : Re: secondary animation (deforming cushions)?
for that kind of stuff, especially if it has a toon feeling to it, you'd be much better off using a combination of other things rather then simulations.

first get a geometry dense enough to describe deformations decently.
do the wrinkling work in displacement or normal/relief mapping if you can
connect modelled lattices to the parts of the body that will push through and use a falloff relative to the pre-deformed lattice's BBox; that will provide you with fairly good (and smooth enough) pushes you can get a decent look out of.


if you can do some basic scripting and linear algebra, you can also read the intersection between these lattices and the mesh (trivial geometry VS BBoxes) and use it to mask a weightmap, this weightmap can then be used to mask the wrinkling in and out.

I've used this technique for an ad, and similar techniques for a number of things, and there's A LOT you can get out of lattices and mixing maps with your shading, and you can get it realtime and hassle-free.

The alternative, which for such a simple model and volumes will work decently, is using XSI's soft-body simulations, get bodyprints of the key collisions in your animation, and doing assembly and clean-up at shape modelling stage.

Having used both Maya and XSI for similar things, I'd definitely go for XSI in this case, had it been particles, now that would be another thing... ;)

******************************
|     Raffaele Fragapane       |
|     Rising Sun Pictures      |
| "Remember, TD is for TopDog" |
******************************



Tim Leydecker wrote:

Hi guys,

I´m not too familiar (as in no prior experience) with
animating things in XSI but like the speed it has with
(subdivided) polygons and would therefor guess this
also applies to deformations and secondary animation.

I´m currently modeling the highrezprops over an existing
pre-viz animation and am somewhat unsure if I could
do secondary animation in XSI or should stick to Maya.

All prior animation has been done lowrez in Maya...

For XSI, I don´t know a good way to get controllable,
semi-automated results, which - on the other hand I´d
know for Maya but wouldn´t want to use as highly divided
meshes are *veeeeeery* slow to redraw, making any
(self)-intersection/penetration test a pain in the lower neck.

http://www.hafenlola.com/downloads/Ley_deform.jpg

What would you guys think I should do?

In Maya, I´d create a custom wrapshape, make it a softbody
with the initial wrapshape being a goal (to have it move back)
and use that to deform a highrez (ZBrush/wrinkles/detail) mesh.

I´d then have some simplified proxyshapes follow the character´s
legsm arms and butt deform the softbody wrap for the cushions.

This is would be good enough, clothwrinkles would be an asset.


Cheers

tim



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