where is you "PS:" section tim... :)
ciao
franky
Thursday, September 27, 2007, 10:07:30 AM, you wrote:
>>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.
TL> The hands on approach I tried to outline does that,
TL> it´s not a good idea to plot a point of the deformed
TL> mesh and parent the deformer (like a lattice) to that
TL> input (copied to a Null) if you plan to change the source
TL> input anim again but it´s good enough if all you want is
TL> to change something like the general rotation of a
TL> mesh ontop of a sim in a hurry, like in "now".
TL> I´ll also look into Steve´s article and scops today,
TL> having the mixer, corrective shapes and working
TL> out with pointcaches on my plate anyway in general.
TL> Cheers
TL> tim
TL> ----- Original Message -----
TL> From: "peter boeykens" <peter_b(at)skynet.be>
TL> To: <XSI(at)Softimage.COM>
TL> Sent: Tuesday, September 25, 2007 10:05 PM
TL> Subject: Re: cloth rigging - how to?
TL> I think if you're a smart cookie you can get straight to the
TL> positions of points over time, using the object model.
TL> But each time I needed this its fast enough making a constraint manually or
TL> even typing a few commands to set it up "en masse".
TL> Hey Tim,
TL> wasnt wondering how to attach deformers to a mesh - thats easy enough.
TL> its rather how to have them attached to the deformed mesh, and have them
TL> deform the mesh in turn, without doubling the deformation.
TL> looks like expressions on the static kinestate is going to be the way.
TL> ----- Original Message -----
TL> From: Steven Caron
TL> To: XSI(at)Softimage.COM
TL> Sent: Tuesday, September 25, 2007 9:14 PM
TL> Subject: Re: cloth rigging - how to?
TL> "No constraints required, no cycles, quite fast."
TL> without constraints how are you.. "copying translation values" ? and how
TL> are you "hanging" the deformer on to the null? expressions maybe?
TL> steven
TL> On 9/25/07, Tim Leydecker < BauerOink(at)gmx.de> wrote:
TL> A hands on approach to get a deformer to follow an
TL> allready animated - or worse - a vertice baked mesh
TL> is to copy the translation values of one vertice/point
TL> onto a Locator/Null object (after snapping it to that
TL> vertice) then "hang" the deformer onto that Null.
TL> It´ll travel with your simulated mesh (until you change
TL> the sim obviously) and by that allows "local" deformations
TL> regardless of stackorder or deformation order.
TL> No constraints required, no cycles, quite fast.
TL> Good enough to let´s say, rotate some sim´ed
TL> mesh with clean values, might even be good
TL> enough to substract "offset" from "origin" to
TL> get a "local" effect. Sorry for all those ".",
TL> can´t put it better, I´m still dizzy from brooding
TL> over the above the last few, long days. done.
TL> Cheers
TL> tim
TL> P.S: When you guys test Moondust, make sure
TL> animation plotted to points is _easily editable and
TL> layerable (time remap, SRT ontop, re-useable).
TL> ----- Original Message -----
TL> From: "Steven Caron" <carons(at)gmail.com>
TL> To: < XSI(at)Softimage.COM>
TL> Sent: Tuesday, September 25, 2007 8:24 PM
TL> Subject: Re: cloth rigging - how to?
TL> > using the static kine state is stable in my experience...here is how
TL> we
TL> > have
TL> > been using it here at blur.
TL> >
TL> > http://www.xsi-blog.com/archives/209
TL> >
TL> > steven
TL> >
TL> > On 9/25/07, peter boeykens <peter_b(at)skynet.be > wrote:
TL> >>
TL> >> Hi Ben,
TL> >> will see if I can get the driven static kinestate to work - the way I
TL> >> understand you, this should be indeed what I'm after. Hope XSI agrees
TL> :-)
TL> >>
TL> >> Speaking of cloth sims - from what I understand syflex has such a
TL> thing
TL> >> as
TL> >> a
TL> >> target pose (not initial state!) - the shape a cloth would assume if
TL> not
TL> >> under influence of any forces. But not in the XSI implementation :-(
TL> >> Anyone can confirm this?
TL> >>
TL> >> > You have to constrain two things to the cloth:
TL> >> > 1) Your deformer
TL> >> > 2) A "base" null that represents the "undeformed" position. When
TL> the
TL> >> > deformer hasn't been moved these two things follow the cloth in the
TL> >> > exact same position.
TL> >> >
TL> >> > Then drive the static kinestate of your deformer with the base
TL> null.
TL> >> > This will make the deformations relative to the base null rather
TL> than
TL> >> > the predeformed position when the operator was applied, which is
TL> what
TL> >> > static kinestate is by default. This is analogous to bind pose in
TL> >> > Maya.
TL> >> >
TL> >> > Also I've had luck with copying the cloth mesh and rigging it, then
TL> >> > using a simple scripted op to do a "blend" between them. You can
TL> even
TL> >> > get really fancy and read a weight map if you like.
TL> >> >
TL> >> > for each point in position array:
TL> >> > alpha = weightmap * slider value
TL> >> > lerp(mesh1.point mesh2.point, alpha)
TL> >>
TL> >> what's "lerp"?
TL> >>
TL> >> and how can I access a point's weightmap value?
TL> >> (its probably RTFM - will dig into the scripting reference tomorrow,
TL> >> sounds
TL> >> like it can come in handy.)
TL> >>
TL> >>
TL> >>
TL> >> >
TL> >> >
TL> >> > On 9/20/07, peter boeykens <peter_b(at)skynet.be > wrote:
TL> >> >> trying to find a good workflow for rigging cloth.
TL> >> >>
TL> >> >> at the moment I am cage deforming the highres cloth geometry with
TL> the
TL> >> >> syflex
TL> >> >> simulated cloth. Its all good.
TL> >> >> now Im trying to layer deformations on top of the simulation.
TL> >> >>
TL> >> >> What I would like to get now, is a layer of (few) manipulators,
TL> driven
TL> >> by
TL> >> >> the simulated cloth.
TL> >> >> I guess I'll cluster constrain nulls to the cloth, and then parent
TL> my
TL> >> >> manipulators under those nulls - but Im open for other
TL> suggestions.
TL> >> With
TL> >> >> those manipulators I'd like to "sculpt" on top of the simulation.
TL> >> >>
TL> >> >> I do not want to simply envelope the highres to the manipulators,
TL> >> >> since
TL> >> I
TL> >> >> wont get the precision I'm getting from the cage. But if I'm
TL> >> >> enveloping
TL> >> >> the
TL> >> >> highres to the manipulators on top of the cage I'l get a "double"
TL> >> >> deformation.
TL> >> >>
TL> >> >> It works fine if the layer of my manipulators is not deformed by
TL> the
TL> >> >> cloth,
TL> >> >> sculpting locally around the default pose of the cloth, but its
TL> not
TL> >> >> intuitive at all working that way.
TL> >> >>
TL> >> >> Any suggestions how to approach this?
TL> >> >>
TL> >> >> ---
TL> >> >> Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text
TL> in
TL> >> >> body:
TL> >> >> unsubscribe xsi
TL> >> >>
TL> >> >
TL> >> >
TL> >> > --
TL> >> > -Ben Barker
TL> >> > ---
TL> >> > Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text
TL> in
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TL> >>
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