Cool man, welcome!
Kris
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Hey Brad. It should work with shapes on top of envelopes. We use that
method here on top of Face Robot which has all kinds of stuff going on
in the stack. You can also go old-school and model on top of your
result,
zero out the sliders, select the cluster and do Animate > Shape >
Store Shape Key. This will have the side effect of adding two copies
of the new shape to Shape Manager, but you can delete one. The first
method should work fine though, although I'm sure I don't understand
the complexity of your setup.
I would also like to be able to organize the manager better. The one
thing I really want is to be able to exclude shapes altogether. With
the mixer, you could have 250 shapes, but only use 3 of them. Shape
Manager just shows you everything, like it or not.
btw, Hello everyone. I just finally subscribed :)
-Jeff
Bradley Gabe wrote:
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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