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steve to the rescue!
this is just what the doctor ordered.
now is this slowing the rig down a
lot?
In my current case I dont worry (yet) as
I think a handfull of these will do -
but I'm considering another case where I might put
a ton of them all over the mesh?
----- Original Message -----
Sent: Tuesday, September 25, 2007 8:24
PM
Subject: Re: cloth rigging - how
to?
using the static kine state is stable in my experience...here
is how we have been using it here at blur.
http://www.xsi-blog.com/archives/209
steven
On 9/25/07, peter
boeykens <peter_b(at)skynet.be>
wrote:
Hi
Ben, will see if I can get the driven static kinestate to work - the way
I understand you, this should be indeed what I'm after. Hope XSI agrees
:-)
Speaking of cloth sims - from what I understand syflex has such a
thing as a target pose (not initial state!) - the shape a cloth would
assume if not under influence of any forces. But not in the XSI
implementation :-( Anyone can confirm this?
> You have to
constrain two things to the cloth: > 1) Your deformer > 2) A
"base" null that represents the "undeformed" position. When the >
deformer hasn't been moved these two things follow the cloth in the >
exact same position. > > Then drive the static kinestate of
your deformer with the base null. > This will make the deformations
relative to the base null rather than > the predeformed position when
the operator was applied, which is what > static kinestate is by
default. This is analogous to bind pose in > Maya. > >
Also I've had luck with copying the cloth mesh and rigging it, then >
using a simple scripted op to do a "blend" between them. You can even
> get really fancy and read a weight map if you like. > >
for each point in position array: > alpha = weightmap * slider
value > lerp(mesh1.point mesh2.point, alpha)
what's "lerp"?
and how can I access a point's weightmap value? (its probably
RTFM - will dig into the scripting reference tomorrow, sounds like it can
come in handy.)
> > > On 9/20/07, peter
boeykens < peter_b(at)skynet.be>
wrote: >> trying to find a good workflow for rigging
cloth. >> >> at the moment I am cage deforming the highres
cloth geometry with the >> syflex >> simulated cloth. Its
all good. >> now Im trying to layer deformations on top of the
simulation. >> >> What I would like to get now, is a layer
of (few) manipulators, driven by >> the simulated
cloth. >> I guess I'll cluster constrain nulls to the cloth, and
then parent my >> manipulators under those nulls - but Im open for
other suggestions. With >> those manipulators I'd like to "sculpt"
on top of the simulation. >> >> I do not want to simply
envelope the highres to the manipulators, since I >> wont get the
precision I'm getting from the cage. But if I'm enveloping >>
the >> highres to the manipulators on top of the cage I'l get a
"double" >> deformation. >> >> It works fine if
the layer of my manipulators is not deformed by the >>
cloth, >> sculpting locally around the default pose of the cloth,
but its not >> intuitive at all working that
way. >> >> Any suggestions how to approach
this? >> >> --- >> Unsubscribe? Mail Majordomo(at)Softimage.COM with the
following text in >> body: >> unsubscribe
xsi >> > > > -- > -Ben Barker >
--- > Unsubscribe? Mail Majordomo(at)Softimage.COM with the
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