Re: cloth rigging - how to?
| Date : Thu, 27 Sep 2007 10:07:30 +0200 |
| To : <XSI(at)Softimage.COM> |
| From : "Tim Leydecker" <BauerOink(at)gmx.de> |
| Subject : Re: cloth rigging - how to? |
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.
The hands on approach I tried to outline does that, it´s not a good idea to plot a point of the deformed mesh and parent the deformer (like a lattice) to that input (copied to a Null) if you plan to change the source input anim again but it´s good enough if all you want is to change something like the general rotation of a mesh ontop of a sim in a hurry, like in "now".
I´ll also look into Steve´s article and scops today, having the mixer, corrective shapes and working out with pointcaches on my plate anyway in general.
Cheers
tim
----- Original Message ----- From: "peter boeykens" <peter_b(at)skynet.be>
To: <XSI(at)Softimage.COM>
Sent: Tuesday, September 25, 2007 10:05 PM
Subject: Re: cloth rigging - how to?
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 ----- From: Steven Caron
To: XSI(at)Softimage.COM
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?
>> >>
>> >> ---
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>> >> body:
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>> >>
>> >
>> >
>> > -- >> > -Ben Barker
>> > ---
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