I usually don't set it up like this, but would the ShrinkWrap's Reverse
option do what you want? Nonetheless, one always has to be careful to
make the deformers behave to keep the Shrinkwrap in close bounds...
-André
Kim Aldis wrote:
Shrinkwrap has always been a royal pain for me because of the way it
always snaps the deformed geometry onto the deformer. What you really
need is something that only deforms when the deformer pushes against
and through the surface. I’ve a couple of ideas on how to do it but
not really wrapped it up into anything firm. Anyone think there’s a
genuine need?
K.
*From:* owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] *On
Behalf Of *Meng-Yang Lu
*Sent:* 15 March 2007 08:38
*To:* XSI(at)Softimage.COM
*Subject:* Re: Nice example of Syflex flesh in Maya
I think I like your approach better as it's more rigging-centric than
sim-centric. I did a quick test using your method and it does indeed
work well. I never thought to use shrinkwrap with weightmapped
clusters to localize the effect. Yeah, I prefer XSI for character work
over Maya. Betty kool.
Thanks very much for sharing. Heh, so simple and effective.
Cheers,
-Lu
On 3/15/07, *André Adam* < a_adam(at)49games.de
<mailto:a_adam(at)49games.de>> wrote:
In very short, pieces of geometry placed under the skin with
deformations linked to the underlying bones and weight-mapped point
clusters on the character surface shrink-wrapped as Secondary Animation
onto the muscle geometry can get you pretty far. Certainly not a
one-click solution, though. Overall we have a very robust system of
deformation and animation mechanics in XSI which can be used in a great
variety of ways to achieve tasks in this field. It all depends on the job.
-André
Meng-Yang Lu wrote:
> Now that muscles have been brought up, I'm kinda curious as to other
> alternatives to making muscles other than Syflex in XSI. Syflex flesh
> only gives you that blubbery jiggle fest, but nothing really that
> contract and relaxes. For Maya, there's stuff like cMuscles
> www.cometdigital.com <http://www.cometdigital.com>
<http://www.cometdigital.com>, and I was just
> wondering how some of you VFX guys approach creatures that have a need
> for muscles. Anyone care to share your thoughts on your muscle
> methods in XSI?
>
> -Lu
>
> On 3/14/07, *Kris Rivel* <krisrivel(at)gmail.com
<mailto:krisrivel(at)gmail.com>
> <mailto:krisrivel(at)gmail.com <mailto:krisrivel(at)gmail.com>>> wrote:
>
> I just found it interesting because I didn't even know anybody
> even used
> the flesh stuff. You see lots of great cloth stuff but any decent
> muscle/skin deformations are usually proprietary. Good to know these
> DVDs relate to xsi somewhat.
>
> Kris
>
> Michal Doniec wrote:
> > Kris Rivel wrote:
> >
> >> I've never used the flesh feature in Syflex in XSI. I saw this
> >> example on Syflex's website...pretty nice:
> >>
> >> http://www.syflex.biz/gallery_hyperReal.html
> >>
> >> I would love to see someone, maybe the Digital Tutors guys, do some
> >> nice DVD for Syflex for XSI showcasing similar setups.
> >>
> >> --
> >>
> >> Kris Rivel
> >> 3D Artist
> >> kris(at)krisrivel.com <mailto:kris(at)krisrivel.com> <mailto:
kris(at)krisrivel.com <mailto:kris(at)krisrivel.com>> <mailto:
> kris(at)krisrivel.com <mailto:kris(at)krisrivel.com>
<mailto:kris(at)krisrivel.com <mailto:kris(at)krisrivel.com>>>
> >> www.krisrivel.com <http://www.krisrivel.com>
<http://www.krisrivel.com>
> <http://www.krisrivel.com <http://www.krisrivel.com>>
> >>
> > Kris, I happen to have the Hyperreal DVDs, you can recreate all
> this
> > stuff in XSI it basically translates 1:1 (minus plugins/scripts
> which
> > you can rewrite, if you really need), just need to understand a
> little
> > bit of maya.
---
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