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I think if you're a smart cookie you can get
straight to the
positions of points over time, using the object
model.
But each time I needed this its fast
enough making a constraint manually or even
typing a few commands to set it up "en masse".
Hey Tim,
wasnt wondering how to attach deformers to a mesh -
thats easy enough.
its rather how to
have them attached to the deformed mesh, and have them deform the
mesh in turn, without doubling the deformation.
looks like expressions on the static
kinestate is going to be the way.
----- Original Message -----
Sent: Tuesday, September 25, 2007 9:14
PM
Subject: Re: cloth rigging - how
to?
"No constraints required, no
cycles, quite fast."
without constraints how are you.. "copying translation values" ? and how are
you "hanging" the deformer on to the
null? expressions maybe?
steven
On 9/25/07, Tim
Leydecker < BauerOink(at)gmx.de>
wrote:
A
hands on approach to get a deformer to follow an allready animated - or
worse - a vertice baked mesh is to copy the translation values of one
vertice/point onto a Locator/Null object (after snapping it to
that vertice) then "hang" the deformer onto that Null.
It´ll
travel with your simulated mesh (until you change the sim obviously) and
by that allows "local" deformations regardless of stackorder or
deformation order.
No constraints required, no cycles, quite fast.
Good enough to let´s say, rotate some sim´ed mesh with clean
values, might even be good enough to substract "offset" from "origin"
to get a "local" effect. Sorry for all those ".", can´t put it
better, I´m still dizzy from brooding over the above the last few, long
days. done.
Cheers
tim
P.S: When you guys test
Moondust, make sure animation plotted to points is _easily editable and
layerable (time remap, SRT ontop, re-useable).
----- Original
Message ----- From: "Steven Caron" <carons(at)gmail.com> To: < XSI(at)Softimage.COM> 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
following text in >> body: >> > unsubscribe xsi
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following text in >> body: >> unsubscribe
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