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Whoa, no, I would not even think of doing that with the whole body skin;
only with selected vertex clusters I consider safe area, blended with
weight maps. On top of my head Shrinkwrap casting along vertex normal,
with the bidirectional flag set. Again, not an approach for flesh
simulation; muscles only.
-André
Frank Lenhard wrote:
where you able to use shrinkwrap to drive a whole body skin?
my tests always lead to intersection and flipping problems, using a
nurbs "muscle" conencted to the bones driving the higrez mesh of a
char using shrinkwrap.
at some point, rather sooner then later, the muscle intersected the
skin and it flipped.
ciao
franky
Thursday, October 25, 2007, 11:40:33 AM, you wrote:
AA> Not talking Syflex here, the post Wayne quoted from aims at deformable
AA> objects (shapes, push, etc...) linked to the primary skeleton with the
AA> envelope being shrinkwrap-projected onto them as a secondary
AA> deformation. This can be set up without any plugins using the software
AA> in front of you.
AA> Since this approach is not simulation-based, one can argue if it should
AA> be called a "muscle simulation", though I have to say that I'd go that
AA> route anytime in favour of a simulation-based approach because it
AA> creates stable and reproducable results.
AA> If you need your character's envelope to behave jelly-like, now, that's
AA> a different story, but not related to Wayne's post quoting from the
AA> moondust demo.
AA> -André
AA> Matt Lowery wrote:
Again this comes back to the muscle system that xsi currently has but no
knows how to use, or where to go to learn how to use... Syflex! Skin and
flesh dynamics... built right into xsi. But to be honest I'd be massively
surprised if anyone on the list has ever used it in production because it is
just so badly documented.
-----Original Message-----
From: André Adam [mailto:a_adam(at)49games.de]
Sent: 25 October 2007 08:28
To: XSI(at)Softimage.COM
Subject: Re: OT: Autodesk purchases cMuscle
No need for new bells and whistles then, you can already do exactly that
with the current toolset.
-André
Oz Adi wrote:
yes, that's the one :)
Wayne Williams wrote:
I think you are talking about adam's post.
"6) muscle sim.. simple arm flexing example with underlying muscle
object driven by an f-curve node that could have its profile updated
on the fly to change the muscle shape. controls for changing muscle
height, thickness, compresison, min, max etc.. uses a raycasting /
shrinwrap type node to have the high res mesh follow the underlying
muscle.."
I guess we'll see what is in store for XSI in the coming months.
-wayne
----- Original Message ----- From: "Oz Adi" <oz(at)broadcast.co.il>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, October 24, 2007 1:08 PM
Subject: Re: OT: Autodesk purchases cMuscle
maybe :)
but as far as I can remember, there was a thread here, that someone
wrote from the top of his mind, what he remembered from
the moondust presentation at the user group meeting... and I am
almost sure he wrote something about a muscle system...
peter boeykens wrote:
let me have a guess... they showed CAT for 3dsMax?
----- Original Message ----- From: "Oz Adi" <oz(at)broadcast.co.il>
To: <XSI(at)Softimage.COM>
Sent: Wednesday, October 24, 2007 6:14 PM
Subject: Re: OT: Autodesk purchases cMuscle
I remember reading a couple of months ago, a report from siggraph,
that soft showed some kind of muscle system
that is related or not related to moondust ?
Wayne Williams wrote:
http://www.cometdigital.com/cMuscleSystem_notice.php
well, i guess any hopes of that being ported to xsi are
squashed. Is this even replicatable in XSI with its current toolset?
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