Thanks George. So at least the concept is feasible!
I think our main problem is that we are linking our shape sliders to a
custom key panel. So a single slider, "LeftSmile" is pushing an envelope
AND corrective face shapes.
Unfortunately, the workflow of this workaround is not going to work for
a more complex shape rig.
I think the solution to this workflow issue might be something as simple
as an option to ignore Cluster Shape Combiner Ops when storing new
shapes.
> We've found a work around to this, Brad......I'm not sure if it's a
> loophole or what.....but we can model a new shape with the other shapes
> applied on the object.
>
> You can test it out if you want.
>
> With the Shape Manager open and the "Animate" panel showing, (Make sure
> you're in Shape Modeling Mode) you can tweak the model's geometry with
> what ever shapes you have dialed in......once you've made the changes,
> "Zero out" your sliders (with key all off, this should only reset the
> sliders til you scroll thru the timeline) then go to the "Create Panel"
> and then back to the "Animate Panel"...you should have a new slider with
> only the change and not all the other shapes multiplied on top.
>
> There you go, test it out and see if it works for your project.
>
> George
>
>
>
>
> Bradley Gabe wrote:
> > We've been using it quite extensively on a creature project (100+ facial
> > shapes). I have to say it's quite a nice improvement over the older way
> > of working.
> >
> > However, the one major workflow issue we have been having is that you
> > cannot work on a new shape while any older shapes are applied. I'm
> > hoping this is only an error on our part and somebody knows how to do
> > this:
> >
> > Model the left side of your creature smile. Next, try to model the right
> > side of the smile while the left smile is applied.
> >
> > Using the Shape Manager, presently we can only get 1 of 2 results:
> > 1- A new shape is generated that includes the results of the old shape,
> > so we get a left smile shape and a left+right smile shape.
> > 2- We can model the right side shape while the left is turned off, but
> > then the middle points that are affected by both shapes don't look right
> > when both shapes are applied.
> >
> > In the days before the Shape Manager, it was easy to do this kind of
> > work. You would build your first shape and set the weight to 1 and leave
> > it on while you build your second shape. Then you could reduce the
> > weight of the first shape to 0 and store the second shape.
> >
> > As far as I can tell, the Shape Manager won't even let us do the old
> > style workaround! If we manipulate shape clips directly in the Mixer the
> > Shape Manager breaks. :-/
> >
> > -Brad
> >
> >
> >> ----- Original Message -----
> >> From: "Bradley Gabe" <withanar(at)stanwinston.com>
> >> To: <xsi(at)Softimage.COM>
> >> Sent: Friday, June 30, 2006 11:46 AM
> >> Subject: Shape Manager?
> >>
> >>
> >>
> >>> Just curious. Is anyone else out there using the Shape Manager
> >>> extensively for production work?
> >>>
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