I like the idea of creating keyshapes and painting the wrinkles
(and later their wheight) with a map but I´m afraid I won´t get
to this stage. Not because I suck at linear algebra (which I do)
but simply because I have to present *entire* clip mid june.
Ahem. I just realized...
Is there a way to use a deformer (push op?) or something with
animateable fallof I could animate by hand?
You´re right the result is to be stylized anyway, not physically
accurate so I may get away without collision detection - I´d use it
for ease of correctly pushing the cushions in slightly, not for accuracy...
Whatever, I´ll now first give those cushions a nice wheight
(compressed) look.
Thanks for the insights, much appreciated.
Pretty much the way and attitude I´d like
to spend on that stuff. (that´s why I´m late...)
Cheers
tim
----- Original Message -----
From: "Raffaele Fragapane" <jaco(at)thejaco.com>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, May 17, 2006 12:04 PM
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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