Brad,
What I was suggesting was, applying shape corrections to the Mesh with
the modelling relation still active.
This means that you only have one Shape OP on your new mesh. Once this
is completed, then plot/bake the result.
Does that make sense or does this present drawbacks?
Andre
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf
Of Bradley Gabe
Sent: July 29, 2006 5:49 AM
To: XSI(at)Softimage.COM
Subject: RE: Secondary Shape Madness
That's precisely what I did, Andre. My original mesh has all the
envelopes and various deformer ops. I duplicated that, removed all the
ops, put it into a new Model space and then did Shape>Select Key Shape.
So the result is, the duplicate mesh has only the one shape op, and the
stack is clean for adding secondary shapes.
The problem is multiple shape ops don't function well in the workflow.
Once you have a Shape Cluster combiner in the Stack, XSI doesn't want to
add a new one at a different location in the stack, even if I
specifically start a new cluster and select that. It seems XSI is hell
bent on mixing all shape animation through the one original combiner.
So all the Shape Animation workflow has been focused on primary shapes,
and everything fights you when you need to do secondary and cleanup
work. And it looks like I'm not the only one struggling with this.
To keep the secondary shape workflow clean and simple, I think I need to
convert all the primary shape animation into another operator to drive
the deformation, such as a mesh cache, point oven, or Scripted op that
simply copies the vertex positions from a source mesh to its duplicate.
The important thing is that new op is not a shape op, so it won't
conflict when I have to do corrective shapes further up the stack.
-Brad
> Is there any way you can salvage this by merging (or extracting) to a
> new mesh and applying shape corrections to that, while keeping the
mesh
> active Brad?
>
> Andre
>
> -----Original Message-----
> From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf
> Of Bradley Gabe
> Sent: July 28, 2006 2:54 PM
> To: xsi(at)Softimage.COM
> Subject: Secondary Shape Madness
>
> We have a character that's been enveloped and has various corrective
> shapes that are being driven by the rig (using the shape manager).
We're
> now at the phase where we want to create secondary animation shapes as
> the last animation tweakage pass.
>
> So I switch to secondary animation mode and attempt to work on
secondary
> shapes.
>
> A) If I try to open the Shape Manager, the work mode always switches
> back to Shape Animation mode. Try to toggle the mode back to secondary
> and XSI switches it back to primary.
>
> So I close the Shape Manager and stay in Secondary Shape Mode
>
> B) XSI refuses to create a new Cluster Shape Combiner op to live under
> the Secondary Shape Modeling partition of the stack. Any of the shape-
> related commands that do anything seem to want to affect the original
> shape op.
>
> So I'm stuck. Does anyone know what the magic formula is for getting a
> decent secondary shape workflow if you've already got primary shapes
> built from within the Shape Manager?
>
> Thanks,
> Brad
>
>
>
>
>
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