shapes and deform shapes

Date : Sun, 21 May 2006 18:30:24 +0200
To : XSI <XSI(at)Softimage.COM>
From : Frank Lenhard <franky(at)ixdream.com>
Subject : shapes and deform shapes
Hey,

i am just diving into the shape modelling, handling phase and wonder
about some things.
on the example of an eyelid i try to explain.
i have the eye opened in the normal pose. i generate one shape for the
eyelid closed over the eyeball. of course when i animate the closing
the eyelid penetrates the eyeball half the way down.
i added a deform shape there and voila, it works great.

what i wonder is 1st, the actions (move point, smooth etc.) that i
took to model the deform shape are stored in the secondary shape
modelling stack. cant it be collapsed? when i delete the operations i
loose the deform shape. for some reason i thought that when i go to
"shape-deform keys-save deform key" it would save that one shape and
doesnt need the modelling operators any more?

how is the memory consumption of these shapes handeled? i am used to
cut the head of a character of, adding shapes, and then merge it back
with the body to keep the overhead down. in max it would be this way,
otherwise each shape contains the whole body and that can lead to quite
large scenes.
i read in the manual about applying shapes on cluster and i wonder now
if the shape ONLY contains the points that are selected in that one
cluster? or does it contain the whole mesh?

if its really only that cluster there should be no need to divide head
and body, right?

ciao
franky

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