RE: DQ Deformation compound and scaling...

2013-11-12 Thread Grahame Fuller
Right, the shipped version 3.0 should support scaling, but it doesn't handle 
animated bone length.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi
Sent: Tuesday, November 12, 2013 12:42 AM
To: softimage@listproc.autodesk.com
Subject: Re: DQ Deformation compound and scaling...

At some point the factory compound was updated to support scaling. The current 
version of the scaling compound is 3.0 which one are you using ?

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com

2013/11/12 Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
By default DQ doesn't consider scaling. The original paper omits it too as it's 
not that common at bone anim level in games (which is what the paper focused 
on).

We had the same issue with the DQ compounds when they were offered and we 
tested them, so we ended up cooking our own to account for scaling. It's not 
that hard to do, but it's more than just adding scaling up or downstream from 
DQ unaltered.

As it's work done for Animal I can't disclose details, sorry about that, but if 
it's worth anything to you to know: it's perfectly possible with no noticeable 
effect on performance and not particularly hard to do.

On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote:
I have an interesting issue at hand. It seems that the shipping Dual Quaternion 
Deformation ICE compound does not take into account scaling. I'm using it for 
one of our rigs, and scaling down the rig scales things properly, but the 
deformations on the mesh are still being calculated in a non-scaled space, it 
seems (they are quite exaggerated when the rig is scaled down).
First, I thought I could try fixing it myself by multiplying the calculated 
deformations by the scale factor from the rig, but that didn't work. I googled 
a bit, and found a Dual Quaternion Deformations 2 compound, which seems to 
support scaling. I downloaded it, but it made no difference. Taking a closer 
look at it, it's doing exactly what we were doing here to fix the first 
compound (taking the matrix from the mesh, inverting it, and multiplying it by 
the vector coming from the skinning nodes), but it made no difference. The 
deformations are still not scaling down.
I turned off the ICE tree and re-enabled my envelope (it's still there, I just 
mute it when enabling the ICE tree), and the deformations are ok there (I just 
need to use DQ on this mesh, that's why I'm not using the envelope), but 
re-enabling the ICE DQ deformer gives me the wrong deformations.
Has anyone seen this before? Any known cures for this ailment? Thanks!
--
[cid:image001.gif@01CEDF9E.37293F80]



--
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!

attachment: winmail.dat

Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
How would I be able to check this? I'm using the stock compound that
comes with SI 2012, and the one we got from the web called "Dual
Quaternion Deformation.2.0.xsicompound". The latter didn't improve
things.

  

On 12/11/2013 12:42 AM, Ahmidou Lyazidi wrote:

  At some point the factory compound was updated to
support scaling. The current version of the scaling compound is
3.0 which one are you using ?
  
  

  
---
  Ahmidou Lyazidi
  Director | TD | CG artist
  http://vimeo.com/ahmidou/videos
  http://www.cappuccino-films.com

  



2013/11/12 Raffaele Fragapane raffsxsil...@googlemail.com
  
By default DQ doesn't consider scaling. The
  original paper omits it too as it's not that common at
  bone anim level in games (which is what the paper focused
  on).
  
  
  We had the same issue with the DQ compounds when they
were offered and we tested them, so we ended up cooking
our own to account for scaling. It's not that hard to
do, but it's more than just adding scaling up or
downstream from DQ unaltered.
  
  
  As it's work done for Animal I can't disclose
details, sorry about that, but if it's worth anything to
you to know: it's perfectly possible with no noticeable
effect on performance and not particularly hard to do.


  

  
  On Tue, Nov 12, 2013 at 8:16
AM, Sergio Mucino sergio.muc...@modusfx.com
wrote:

   I have an
interesting issue at hand. It seems that the
shipping Dual Quaternion Deformation ICE
compound does not take into account scaling. I'm
using it for one of our rigs, and scaling down
the rig scales things properly, but the
deformations on the mesh are still being
calculated in a non-scaled space, it seems (they
are quite exaggerated when the rig is scaled
down).
First, I thought I could try fixing it myself by
multiplying the calculated deformations by the
scale factor from the rig, but that didn't work.
I googled a bit, and found a Dual Quaternion
Deformations 2 compound, which seems to support
scaling. I downloaded it, but it made no
difference. Taking a closer look at it, it's
doing exactly what we were doing here to fix the
first compound (taking the matrix from the mesh,
inverting it, and multiplying it by the vector
coming from the skinning nodes), but it made no
difference. The deformations are still not
scaling down.
I turned off the ICE tree and re-enabled my
envelope (it's still there, I just mute it when
enabling the ICE tree), and the deformations are
ok there (I just need to use DQ on this mesh,
that's why I'm not using the envelope), but
re-enabling the ICE DQ deformer gives me the
wrong deformations.
Has anyone seen this before? Any known cures for
this ailment? Thanks!
-- 
  
  

  
  
  
  
  

  
  -- 
  Our users will know fear and cower before our
  software! Ship it! Ship it and let them flee like the
  dogs they are!

  


  

  



Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
Thanks Raffaele! We'll keep investigating. Cheers!

  

On 11/11/2013 11:48 PM, Raffaele Fragapane wrote:

  By default DQ doesn't consider scaling. The
original paper omits it too as it's not that common at bone anim
level in games (which is what the paper focused on).


We had the same issue with the DQ compounds when
  they were offered and we tested them, so we ended up cooking
  our own to account for scaling. It's not that hard to do, but
  it's more than just adding scaling up or downstream from DQ
  unaltered.


As it's work done for Animal I can't disclose
  details, sorry about that, but if it's worth anything to you
  to know: it's perfectly possible with no noticeable effect on
  performance and not particularly hard to do.
  
  

On Tue, Nov 12, 2013 at 8:16 AM, Sergio
  Mucino sergio.muc...@modusfx.com
  wrote:
  
 I have an interesting
  issue at hand. It seems that the shipping Dual Quaternion
  Deformation ICE compound does not take into account
  scaling. I'm using it for one of our rigs, and scaling
  down the rig scales things properly, but the deformations
  on the mesh are still being calculated in a non-scaled
  space, it seems (they are quite exaggerated when the rig
  is scaled down).
  First, I thought I could try fixing it myself by
  multiplying the calculated deformations by the scale
  factor from the rig, but that didn't work. I googled a
  bit, and found a Dual Quaternion Deformations 2 compound,
  which seems to support scaling. I downloaded it, but it
  made no difference. Taking a closer look at it, it's doing
  exactly what we were doing here to fix the first compound
  (taking the matrix from the mesh, inverting it, and
  multiplying it by the vector coming from the skinning
  nodes), but it made no difference. The deformations are
  still not scaling down.
  I turned off the ICE tree and re-enabled my envelope (it's
  still there, I just mute it when enabling the ICE tree),
  and the deformations are ok there (I just need to use DQ
  on this mesh, that's why I'm not using the envelope), but
  re-enabling the ICE DQ deformer gives me the wrong
  deformations.
  Has anyone seen this before? Any known cures for this
  ailment? Thanks!
  -- 


  





-- 
Our users will know fear and cower before our software! Ship it!
Ship it and let them flee like the dogs they are!
  

  



Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
I guess you're talking about SI 2014. We're on 2012, so no go for us
on this one.
Thanks! Still good to know.

  

On 12/11/2013 11:56 AM, Grahame Fuller wrote:

  Right, the shipped version 3.0 should support scaling, but it doesn't handle animated bone length.

gray

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi
Sent: Tuesday, November 12, 2013 12:42 AM
To: softimage@listproc.autodesk.com
Subject: Re: DQ Deformation compound and scaling...

At some point the factory compound was updated to support scaling. The current version of the scaling compound is 3.0 which one are you using ?

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com

2013/11/12 Raffaele Fragapane raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
By default DQ doesn't consider scaling. The original paper omits it too as it's not that common at bone anim level in games (which is what the paper focused on).

We had the same issue with the DQ compounds when they were offered and we tested them, so we ended up cooking our own to account for scaling. It's not that hard to do, but it's more than just adding scaling up or downstream from DQ unaltered.

As it's work done for Animal I can't disclose details, sorry about that, but if it's worth anything to you to know: it's perfectly possible with no noticeable effect on performance and not particularly hard to do.

On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote:
I have an interesting issue at hand. It seems that the shipping Dual Quaternion Deformation ICE compound does not take into account scaling. I'm using it for one of our rigs, and scaling down the rig scales things properly, but the deformations on the mesh are still being calculated in a non-scaled space, it seems (they are quite exaggerated when the rig is scaled down).
First, I thought I could try fixing it myself by multiplying the calculated deformations by the scale factor from the rig, but that didn't work. I googled a bit, and found a Dual Quaternion Deformations 2 compound, which seems to support scaling. I downloaded it, but it made no difference. Taking a closer look at it, it's doing exactly what we were doing here to fix the first compound (taking the matrix from the mesh, inverting it, and multiplying it by the vector coming from the skinning nodes), but it made no difference. The deformations are still not scaling down.
I turned off the ICE tree and re-enabled my envelope (it's still there, I just mute it when enabling the ICE tree), and the deformations are ok there (I just need to use DQ on this mesh, that's why I'm not using the envelope), but re-enabling the ICE DQ deformer gives me the wrong deformations.
Has anyone seen this before? Any known cures for this ailment? Thanks!
--
[cid:image001.gif@01CEDF9E.37293F80]



--
Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!



  



Re: DQ Deformation compound and scaling...

2013-11-12 Thread Serguei Kalentchouk
Disney gave a talk at Siggraph this year about their implementation of DQ.
I haven't checked, but if you're lucky the talk material might be up on the ACM
library.

http://s2013.siggraph.org/attendees/talks/events/enhanced-dual-quaternion-skinning-production-use


On Tuesday, November 12, 2013, Sergio Mucino wrote:

  Thanks Raffaele! We'll keep investigating. Cheers!


 On 11/11/2013 11:48 PM, Raffaele Fragapane wrote:

 By default DQ doesn't consider scaling. The original paper omits it too as
 it's not that common at bone anim level in games (which is what the paper
 focused on).

  We had the same issue with the DQ compounds when they were offered and
 we tested them, so we ended up cooking our own to account for scaling. It's
 not that hard to do, but it's more than just adding scaling up or
 downstream from DQ unaltered.

  As it's work done for Animal I can't disclose details, sorry about that,
 but if it's worth anything to you to know: it's perfectly possible with no
 noticeable effect on performance and not particularly hard to do.


 On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
 sergio.muc...@modusfx.comjavascript:_e({}, 'cvml', 
 'sergio.muc...@modusfx.com');
  wrote:

  I have an interesting issue at hand. It seems that the shipping Dual
 Quaternion Deformation ICE compound does not take into account scaling. I'm
 using it for one of our rigs, and scaling down the rig scales things
 properly, but the deformations on the mesh are still being calculated in a
 non-scaled space, it seems (they are quite exaggerated when the rig is
 scaled down).
 First, I thought I could try fixing it myself by multiplying the
 calculated deformations by the scale factor from the rig, but that didn't
 work. I googled a bit, and found a Dual Quaternion Deformations 2 compound,
 which seems to support scaling. I downloaded it, but it made no difference.
 Taking a closer look at it, it's doing exactly what we were doing here to
 fix the first compound (taking the matrix from the mesh, inverting it, and
 multiplying it by the vector coming from the skinning nodes), but it made
 no difference. The deformations are still not scaling down.
 I turned off the ICE tree and re-enabled my envelope (it's still there, I
 just mute it when enabling the ICE tree), and the deformations are ok there
 (I just need to use DQ on this mesh, that's why I'm not using the
 envelope), but re-enabling the ICE DQ deformer gives me the wrong
 deformations.
 Has anyone seen this before? Any known cures for this ailment? Thanks!
 --




  --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!



-- 
Technical Director @ DreamWorks Animation
Sergio Mucino_Signature_email.gifimage/gif

RE: DQ Deformation compound and scaling...

2013-11-12 Thread Grahame Fuller
V3.0 was added quite a while ago. Right-click on the compound in the preset 
manager and choose Open Containing Folder. What's the version number on the 
file name?

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, November 12, 2013 11:58 AM
To: softimage@listproc.autodesk.com
Subject: Re: DQ Deformation compound and scaling...

I guess you're talking about SI 2014. We're on 2012, so no go for us on this 
one.
Thanks! Still good to know.

[cid:image001.gif@01CEDFA0.08A007F0]

On 12/11/2013 11:56 AM, Grahame Fuller wrote:

Right, the shipped version 3.0 should support scaling, but it doesn't handle 
animated bone length.



gray



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi

Sent: Tuesday, November 12, 2013 12:42 AM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Re: DQ Deformation compound and scaling...



At some point the factory compound was updated to support scaling. The current 
version of the scaling compound is 3.0 which one are you using ?



---

Ahmidou Lyazidi

Director | TD | CG artist

http://vimeo.com/ahmidou/videos

http://www.cappuccino-films.com



2013/11/12 Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com

By default DQ doesn't consider scaling. The original paper omits it too as it's 
not that common at bone anim level in games (which is what the paper focused 
on).



We had the same issue with the DQ compounds when they were offered and we 
tested them, so we ended up cooking our own to account for scaling. It's not 
that hard to do, but it's more than just adding scaling up or downstream from 
DQ unaltered.



As it's work done for Animal I can't disclose details, sorry about that, but if 
it's worth anything to you to know: it's perfectly possible with no noticeable 
effect on performance and not particularly hard to do.



On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com
 wrote:

I have an interesting issue at hand. It seems that the shipping Dual Quaternion 
Deformation ICE compound does not take into account scaling. I'm using it for 
one of our rigs, and scaling down the rig scales things properly, but the 
deformations on the mesh are still being calculated in a non-scaled space, it 
seems (they are quite exaggerated when the rig is scaled down).

First, I thought I could try fixing it myself by multiplying the calculated 
deformations by the scale factor from the rig, but that didn't work. I googled 
a bit, and found a Dual Quaternion Deformations 2 compound, which seems to 
support scaling. I downloaded it, but it made no difference. Taking a closer 
look at it, it's doing exactly what we were doing here to fix the first 
compound (taking the matrix from the mesh, inverting it, and multiplying it by 
the vector coming from the skinning nodes), but it made no difference. The 
deformations are still not scaling down.

I turned off the ICE tree and re-enabled my envelope (it's still there, I just 
mute it when enabling the ICE tree), and the deformations are ok there (I just 
need to use DQ on this mesh, that's why I'm not using the envelope), but 
re-enabling the ICE DQ deformer gives me the wrong deformations.

Has anyone seen this before? Any known cures for this ailment? Thanks!

--

[cid:image001.gif@01CEDF9E.37293F80]







--

Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!


attachment: winmail.dat

Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
Hmmm... interesting. There are three DQ compounds in there. What
would appear to be a 1.0 (since it has no version number), a 2.2,
and a 3.0.
There are differences internally for each compound version, and
after examining the files I've been working on, it seems we've been
using v3.0 (even though there are three DQ compounds in the folder,
only one is displayed in SI's node list, which I guess means SI will
list the one with the highest version number).

  

On 12/11/2013 12:09 PM, Grahame Fuller wrote:

  V3.0 was added quite a while ago. Right-click on the compound in the preset manager and choose Open Containing Folder. What's the version number on the file name?

gray

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, November 12, 2013 11:58 AM
To: softimage@listproc.autodesk.com
Subject: Re: DQ Deformation compound and scaling...

I guess you're talking about SI 2014. We're on 2012, so no go for us on this one.
Thanks! Still good to know.

[cid:image001.gif@01CEDFA0.08A007F0]

On 12/11/2013 11:56 AM, Grahame Fuller wrote:

Right, the shipped version 3.0 should support scaling, but it doesn't handle animated bone length.



gray



From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi

Sent: Tuesday, November 12, 2013 12:42 AM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Re: DQ Deformation compound and scaling...



At some point the factory compound was updated to support scaling. The current version of the scaling compound is 3.0 which one are you using ?



---

Ahmidou Lyazidi

Director | TD | CG artist

http://vimeo.com/ahmidou/videos

http://www.cappuccino-films.com



2013/11/12 Raffaele Fragapane raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com

By default DQ doesn't consider scaling. The original paper omits it too as it's not that common at bone anim level in games (which is what the paper focused on).



We had the same issue with the DQ compounds when they were offered and we tested them, so we ended up cooking our own to account for scaling. It's not that hard to do, but it's more than just adding scaling up or downstream from DQ unaltered.



As it's work done for Animal I can't disclose details, sorry about that, but if it's worth anything to you to know: it's perfectly possible with no noticeable effect on performance and not particularly hard to do.



On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote:

I have an interesting issue at hand. It seems that the shipping Dual Quaternion Deformation ICE compound does not take into account scaling. I'm using it for one of our rigs, and scaling down the rig scales things properly, but the deformations on the mesh are still being calculated in a non-scaled space, it seems (they are quite exaggerated when the rig is scaled down).

First, I thought I could try fixing it myself by multiplying the calculated deformations by the scale factor from the rig, but that didn't work. I googled a bit, and found a Dual Quaternion Deformations 2 compound, which seems to support scaling. I downloaded it, but it made no difference. Taking a closer look at it, it's doing exactly what we were doing here to fix the first compound (taking the matrix from the mesh, inverting it, and multiplying it by the vector coming from the skinning nodes), but it made no difference. The deformations are still not scaling down.

I turned off the ICE tree and re-enabled my envelope (it's still there, I just mute it when enabling the ICE tree), and the deformations are ok there (I just need to use DQ on this mesh, that's why I'm not using the envelope), but re-enabling the ICE DQ deformer gives me the wrong deformations.

Has anyone seen this before? Any known cures for this ailment? Thanks!

--

[cid:image001.gif@01CEDF9E.37293F80]







--

Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!




  



Re: DQ Deformation compound and scaling...

2013-11-12 Thread Eric Thivierge
After you import an ICE Compound to the ICE Tree, right click on the 
node and go to properties. You can see the version number in there. Yes 
the highest versioned compound is used as well.


The rig is probably changing bone lengths instead of scaling which is 
probably where you're hitting the problems.


On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote:

Hmmm... interesting. There are three DQ compounds in there. What would
appear to be a 1.0 (since it has no version number), a 2.2, and a 3.0.
There are differences internally for each compound version, and after
examining the files I've been working on, it seems we've been using
v3.0 (even though there are three DQ compounds in the folder, only one
is displayed in SI's node list, which I guess means SI will list the
one with the highest version number).


On 12/11/2013 12:09 PM, Grahame Fuller wrote:

V3.0 was added quite a while ago. Right-click on the compound in the preset 
manager and choose Open Containing Folder. What's the version number on the 
file name?

gray

From:softimage-boun...@listproc.autodesk.com  
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Tuesday, November 12, 2013 11:58 AM
To:softimage@listproc.autodesk.com
Subject: Re: DQ Deformation compound and scaling...

I guess you're talking about SI 2014. We're on 2012, so no go for us on this 
one.
Thanks! Still good to know.

[cid:image001.gif@01CEDFA0.08A007F0]

On 12/11/2013 11:56 AM, Grahame Fuller wrote:

Right, the shipped version 3.0 should support scaling, but it doesn't handle 
animated bone length.



gray



From:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi

Sent: Tuesday, November 12, 2013 12:42 AM

To:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: Re: DQ Deformation compound and scaling...



At some point the factory compound was updated to support scaling. The current 
version of the scaling compound is 3.0 which one are you using ?



---

Ahmidou Lyazidi

Director | TD | CG artist

http://vimeo.com/ahmidou/videos

http://www.cappuccino-films.com



2013/11/12 Raffaele Fragapane 
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com

By default DQ doesn't consider scaling. The original paper omits it too as it's 
not that common at bone anim level in games (which is what the paper focused 
on).



We had the same issue with the DQ compounds when they were offered and we 
tested them, so we ended up cooking our own to account for scaling. It's not 
that hard to do, but it's more than just adding scaling up or downstream from 
DQ unaltered.



As it's work done for Animal I can't disclose details, sorry about that, but if 
it's worth anything to you to know: it's perfectly possible with no noticeable 
effect on performance and not particularly hard to do.



On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com
 wrote:

I have an interesting issue at hand. It seems that the shipping Dual Quaternion 
Deformation ICE compound does not take into account scaling. I'm using it for 
one of our rigs, and scaling down the rig scales things properly, but the 
deformations on the mesh are still being calculated in a non-scaled space, it 
seems (they are quite exaggerated when the rig is scaled down).

First, I thought I could try fixing it myself by multiplying the calculated 
deformations by the scale factor from the rig, but that didn't work. I googled 
a bit, and found a Dual Quaternion Deformations 2 compound, which seems to 
support scaling. I downloaded it, but it made no difference. Taking a closer 
look at it, it's doing exactly what we were doing here to fix the first 
compound (taking the matrix from the mesh, inverting it, and multiplying it by 
the vector coming from the skinning nodes), but it made no difference. The 
deformations are still not scaling down.

I turned off the ICE tree and re-enabled my envelope (it's still there, I just 
mute it when enabling the ICE tree), and the deformations are ok there (I just 
need to use DQ on this mesh, that's why I'm not using the envelope), but 
re-enabling the ICE DQ deformer gives me the wrong deformations.

Has anyone seen this before? Any known cures for this ailment? Thanks!

--

[cid:image001.gif@01CEDF9E.37293F80]







--

Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!






Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
Comments below...

  

On 12/11/2013 1:11 PM, Eric Thivierge wrote:
After
  you import an ICE Compound to the ICE Tree, right click on the
  node and go to properties. You can see the version number in
  there. Yes the highest versioned compound is used as well.
  

[SM]: Ah, nice! There's also a little sub-menu from where I
can apparently switch version numbers... neat!

  
  The rig is probably changing bone lengths instead of scaling which
  is probably where you're hitting the problems.
  

[SM]: The deformers are actually a bunch of nulls that are
constrained to objects constrained to other objects that are
constrained to a path (it'd take me time to explain the entire
rig... this is just a part concerning the deformers). The scaling is
handled by a master control at the top of the hierarchy, and the rig
elements inherit the scale change. Everything works fine, and if I
stick to using linear deformations (using an envelope operator),
things are peachy. The problems start when I disable the envelope
operator and use the DQ node in ICE instead.

  
  On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote:
  
  Hmmm... interesting. There are three DQ
compounds in there. What would

appear to be a 1.0 (since it has no version number), a 2.2, and
a 3.0.

There are differences internally for each compound version, and
after

examining the files I've been working on, it seems we've been
using

v3.0 (even though there are three DQ compounds in the folder,
only one

is displayed in SI's node list, which I guess means SI will list
the

one with the highest version number).



On 12/11/2013 12:09 PM, Grahame Fuller wrote:

V3.0 was added quite a while ago.
  Right-click on the compound in the preset manager and choose
  Open Containing Folder. What's the version number on the file
  name?
  
  
  gray
  
  
  From:softimage-boun...@listproc.autodesk.com 
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
  Sergio Mucino
  
  Sent: Tuesday, November 12, 2013 11:58 AM
  
  To:softimage@listproc.autodesk.com
  
  Subject: Re: DQ Deformation compound and scaling...
  
  
  I guess you're talking about SI 2014. We're on 2012, so no go
  for us on this one.
  
  Thanks! Still good to know.
  
  
  [cid:image001.gif@01CEDFA0.08A007F0]
  
  
  On 12/11/2013 11:56 AM, Grahame Fuller wrote:
  
  
  Right, the shipped version 3.0 should support scaling, but it
  doesn't handle animated bone length.
  
  
  
  
  gray
  
  
  
  
  From:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com 
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
  Ahmidou Lyazidi
  
  
  Sent: Tuesday, November 12, 2013 12:42 AM
  
  
To:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
  
  
  Subject: Re: DQ Deformation compound and scaling...
  
  
  
  
  At some point the factory compound was updated to support
  scaling. The current version of the scaling compound is 3.0
  which one are you using ?
  
  
  
  
  ---
  
  
  Ahmidou Lyazidi
  
  
  Director | TD | CG artist
  
  
  http://vimeo.com/ahmidou/videos
  
  
  http://www.cappuccino-films.com
  
  
  
  
  2013/11/12 Raffaele Fragapane
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
  
  By default DQ doesn't consider scaling. The original paper
  omits it too as it's not that common at bone anim level in
  games (which is what the paper focused on).
  
  
  
  
  We had the same issue with the DQ compounds when they were
  offered and we tested them, so we ended up cooking our own to
  account for scaling. It's not that hard to do, but it's more
  than just adding scaling up or downstream from DQ unaltered.
  
  
  
  
  As it's work done for Animal I can't disclose

Re: DQ Deformation compound and scaling...

2013-11-12 Thread Sergio Mucino

  
  
No need to worry about this for now anymore. We tested a linear
deformation rig (standard envelope), and the animator much preferred
it to the ICE/DQ rig, so we'll leave it at that. We live to fight
another day!
Thanks a lot everyone!

  

On 12/11/2013 1:25 PM, Sergio Mucino wrote:

  
  Comments below...
  

  
  On 12/11/2013 1:11 PM, Eric Thivierge wrote:
  After

you import an ICE Compound to the ICE Tree, right click on the
node and go to properties. You can see the version number in
there. Yes the highest versioned compound is used as well. 
  
  [SM]: Ah, nice! There's also a little sub-menu from where I
  can apparently switch version numbers... neat!
   
The rig is probably changing bone lengths instead of scaling
which is probably where you're hitting the problems. 
  
  [SM]: The deformers are actually a bunch of nulls that are
  constrained to objects constrained to other objects that are
  constrained to a path (it'd take me time to explain the entire
  rig... this is just a part concerning the deformers). The scaling
  is handled by a master control at the top of the hierarchy, and
  the rig elements inherit the scale change. Everything works fine,
  and if I stick to using linear deformations (using an envelope
  operator), things are peachy. The problems start when I disable
  the envelope operator and use the DQ node in ICE instead.
   
On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote: 
Hmmm... interesting. There are three DQ
  compounds in there. What would 
  appear to be a 1.0 (since it has no version number), a 2.2,
  and a 3.0. 
  There are differences internally for each compound version,
  and after 
  examining the files I've been working on, it seems we've been
  using 
  v3.0 (even though there are three DQ compounds in the folder,
  only one 
  is displayed in SI's node list, which I guess means SI will
  list the 
  one with the highest version number). 
  
  
  On 12/11/2013 12:09 PM, Grahame Fuller wrote: 
  V3.0 was added quite a while ago.
Right-click on the compound in the preset manager and choose
Open Containing Folder. What's the version number on the
file name? 

gray 

From:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Sergio Mucino 
Sent: Tuesday, November 12, 2013 11:58 AM 
To:softimage@listproc.autodesk.com

Subject: Re: DQ Deformation compound and scaling... 

I guess you're talking about SI 2014. We're on 2012, so no
go for us on this one. 
Thanks! Still good to know. 

[cid:image001.gif@01CEDFA0.08A007F0]


On 12/11/2013 11:56 AM, Grahame Fuller wrote: 

Right, the shipped version 3.0 should support scaling, but
it doesn't handle animated bone length. 



gray 



From:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Ahmidou Lyazidi 

Sent: Tuesday, November 12, 2013 12:42 AM 

To:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com


Subject: Re: DQ Deformation compound and scaling... 



At some point the factory compound was updated to support
scaling. The current version of the scaling compound is 3.0
which one are you using ? 



--- 

Ahmidou Lyazidi 

Director | TD | CG artist 

http://vimeo.com/ahmidou/videos


http://www.cappuccino-films.com




2013/11/12 Raffaele Fragapane
raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com

By default DQ doesn't consider scaling. The original paper
omits it too as it's not that common at bone anim level in
games (which is what the paper focused on). 



We had the same issue with the DQ compounds when they were

Re: DQ Deformation compound and scaling...

2013-11-12 Thread Ahmidou.xsi
The bone lenght shouldn't be a problem, it not used in the deformation, only 
the SRT are.

 Le 13 nov. 2013 à 05:11, Eric Thivierge ethivie...@hybride.com a écrit :
 
 After you import an ICE Compound to the ICE Tree, right click on the node and 
 go to properties. You can see the version number in there. Yes the highest 
 versioned compound is used as well.
 
 The rig is probably changing bone lengths instead of scaling which is 
 probably where you're hitting the problems.
 
 On Tuesday, November 12, 2013 1:06:06 PM, Sergio Mucino wrote:
 Hmmm... interesting. There are three DQ compounds in there. What would
 appear to be a 1.0 (since it has no version number), a 2.2, and a 3.0.
 There are differences internally for each compound version, and after
 examining the files I've been working on, it seems we've been using
 v3.0 (even though there are three DQ compounds in the folder, only one
 is displayed in SI's node list, which I guess means SI will list the
 one with the highest version number).
 
 
 On 12/11/2013 12:09 PM, Grahame Fuller wrote:
 V3.0 was added quite a while ago. Right-click on the compound in the preset 
 manager and choose Open Containing Folder. What's the version number on the 
 file name?
 
 gray
 
 From:softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
 Sent: Tuesday, November 12, 2013 11:58 AM
 To:softimage@listproc.autodesk.com
 Subject: Re: DQ Deformation compound and scaling...
 
 I guess you're talking about SI 2014. We're on 2012, so no go for us on 
 this one.
 Thanks! Still good to know.
 
 [cid:image001.gif@01CEDFA0.08A007F0]
 
 On 12/11/2013 11:56 AM, Grahame Fuller wrote:
 
 Right, the shipped version 3.0 should support scaling, but it doesn't 
 handle animated bone length.
 
 
 
 gray
 
 
 
 From:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
   [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou 
 Lyazidi
 
 Sent: Tuesday, November 12, 2013 12:42 AM
 
 To:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 
 Subject: Re: DQ Deformation compound and scaling...
 
 
 
 At some point the factory compound was updated to support scaling. The 
 current version of the scaling compound is 3.0 which one are you using ?
 
 
 
 ---
 
 Ahmidou Lyazidi
 
 Director | TD | CG artist
 
 http://vimeo.com/ahmidou/videos
 
 http://www.cappuccino-films.com
 
 
 
 2013/11/12 Raffaele Fragapane 
 raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.commailto:raffsxsil...@googlemail.com
 
 By default DQ doesn't consider scaling. The original paper omits it too as 
 it's not that common at bone anim level in games (which is what the paper 
 focused on).
 
 
 
 We had the same issue with the DQ compounds when they were offered and we 
 tested them, so we ended up cooking our own to account for scaling. It's 
 not that hard to do, but it's more than just adding scaling up or 
 downstream from DQ unaltered.
 
 
 
 As it's work done for Animal I can't disclose details, sorry about that, 
 but if it's worth anything to you to know: it's perfectly possible with no 
 noticeable effect on performance and not particularly hard to do.
 
 
 
 On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
 sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com
  wrote:
 
 I have an interesting issue at hand. It seems that the shipping Dual 
 Quaternion Deformation ICE compound does not take into account scaling. I'm 
 using it for one of our rigs, and scaling down the rig scales things 
 properly, but the deformations on the mesh are still being calculated in a 
 non-scaled space, it seems (they are quite exaggerated when the rig is 
 scaled down).
 
 First, I thought I could try fixing it myself by multiplying the calculated 
 deformations by the scale factor from the rig, but that didn't work. I 
 googled a bit, and found a Dual Quaternion Deformations 2 compound, which 
 seems to support scaling. I downloaded it, but it made no difference. 
 Taking a closer look at it, it's doing exactly what we were doing here to 
 fix the first compound (taking the matrix from the mesh, inverting it, and 
 multiplying it by the vector coming from the skinning nodes), but it made 
 no difference. The deformations are still not scaling down.
 
 I turned off the ICE tree and re-enabled my envelope (it's still there, I 
 just mute it when enabling the ICE tree), and the deformations are ok there 
 (I just need to use DQ on this mesh, that's why I'm not using the 
 envelope), but re-enabling the ICE DQ deformer gives me the wrong 
 deformations.
 
 Has anyone seen this before? Any known cures for this ailment? Thanks!
 
 --
 
 [cid:image001.gif@01CEDF9E.37293F80]
 
 
 
 
 
 
 
 --
 
 Our users will know fear and cower before our software! Ship

Re: DQ Deformation compound and scaling...

2013-11-11 Thread Raffaele Fragapane
By default DQ doesn't consider scaling. The original paper omits it too as
it's not that common at bone anim level in games (which is what the paper
focused on).

We had the same issue with the DQ compounds when they were offered and we
tested them, so we ended up cooking our own to account for scaling. It's
not that hard to do, but it's more than just adding scaling up or
downstream from DQ unaltered.

As it's work done for Animal I can't disclose details, sorry about that,
but if it's worth anything to you to know: it's perfectly possible with no
noticeable effect on performance and not particularly hard to do.


On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino sergio.muc...@modusfx.comwrote:

  I have an interesting issue at hand. It seems that the shipping Dual
 Quaternion Deformation ICE compound does not take into account scaling. I'm
 using it for one of our rigs, and scaling down the rig scales things
 properly, but the deformations on the mesh are still being calculated in a
 non-scaled space, it seems (they are quite exaggerated when the rig is
 scaled down).
 First, I thought I could try fixing it myself by multiplying the
 calculated deformations by the scale factor from the rig, but that didn't
 work. I googled a bit, and found a Dual Quaternion Deformations 2 compound,
 which seems to support scaling. I downloaded it, but it made no difference.
 Taking a closer look at it, it's doing exactly what we were doing here to
 fix the first compound (taking the matrix from the mesh, inverting it, and
 multiplying it by the vector coming from the skinning nodes), but it made
 no difference. The deformations are still not scaling down.
 I turned off the ICE tree and re-enabled my envelope (it's still there, I
 just mute it when enabling the ICE tree), and the deformations are ok there
 (I just need to use DQ on this mesh, that's why I'm not using the
 envelope), but re-enabling the ICE DQ deformer gives me the wrong
 deformations.
 Has anyone seen this before? Any known cures for this ailment? Thanks!
 --




-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!
Sergio Mucino_Signature_email.gif

Re: DQ Deformation compound and scaling...

2013-11-11 Thread Ahmidou Lyazidi
At some point the factory compound was updated to support scaling. The
current version of the scaling compound is 3.0 which one are you using ?

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/11/12 Raffaele Fragapane raffsxsil...@googlemail.com

 By default DQ doesn't consider scaling. The original paper omits it too as
 it's not that common at bone anim level in games (which is what the paper
 focused on).

 We had the same issue with the DQ compounds when they were offered and we
 tested them, so we ended up cooking our own to account for scaling. It's
 not that hard to do, but it's more than just adding scaling up or
 downstream from DQ unaltered.

 As it's work done for Animal I can't disclose details, sorry about that,
 but if it's worth anything to you to know: it's perfectly possible with no
 noticeable effect on performance and not particularly hard to do.


 On Tue, Nov 12, 2013 at 8:16 AM, Sergio Mucino 
 sergio.muc...@modusfx.comwrote:

  I have an interesting issue at hand. It seems that the shipping Dual
 Quaternion Deformation ICE compound does not take into account scaling. I'm
 using it for one of our rigs, and scaling down the rig scales things
 properly, but the deformations on the mesh are still being calculated in a
 non-scaled space, it seems (they are quite exaggerated when the rig is
 scaled down).
 First, I thought I could try fixing it myself by multiplying the
 calculated deformations by the scale factor from the rig, but that didn't
 work. I googled a bit, and found a Dual Quaternion Deformations 2 compound,
 which seems to support scaling. I downloaded it, but it made no difference.
 Taking a closer look at it, it's doing exactly what we were doing here to
 fix the first compound (taking the matrix from the mesh, inverting it, and
 multiplying it by the vector coming from the skinning nodes), but it made
 no difference. The deformations are still not scaling down.
 I turned off the ICE tree and re-enabled my envelope (it's still there, I
 just mute it when enabling the ICE tree), and the deformations are ok there
 (I just need to use DQ on this mesh, that's why I'm not using the
 envelope), but re-enabling the ICE DQ deformer gives me the wrong
 deformations.
 Has anyone seen this before? Any known cures for this ailment? Thanks!
 --




 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!

Sergio Mucino_Signature_email.gif