Re: Re[2]: cloth rigging - how to?

Date : Thu, 27 Sep 2007 11:40:56 +0200
To : <XSI(at)Softimage.COM>
From : "Tim Leydecker" <BauerOink(at)gmx.de>
Subject : Re: Re[2]: cloth rigging - how to?
P.S: I don´t understand that there is so much buzz about
the various (indeed useful) pointcache implemenations
in all the latest 3D apps but nothing more than basic
ways to edit such data or animate ontop of it easily,
time-remap instead of just scale, re-orient, stuff to
add or remove worldspace "travel" to get a "local"
effect in relation to a basepose or series of blendshapes
that would allow to convert a pointcache into a series
of blendshapes or mixer clips assigned to a mesh that is
then "static" but still has the relative animation attached,
ready to be dragged and dropped on another mesh.

stuff like that.


Simple example, you solve some sort of splash effect of a last drop into a cup of tea, then extend that to blend nicely ontop of a huge bowl of soup using clips with near realtime feedback, painting in the blends and getting it to still look convincing...then animate over it again. Without having to script anything...

Cheers

tim


----- Original Message ----- From: "Frank Lenhard" <franky(at)ixdream.com>
To: "Tim Leydecker" <XSI(at)Softimage.COM>
Sent: Thursday, September 27, 2007 11:31 AM
Subject: Re[2]: cloth rigging - how to?



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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TL> >>
TL> >



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