Re: Secondary shapes woes

2013-10-17 Thread Matt Morris
I don't know if you've seen this, sounds like it should apply:

https://vimeo.com/70124932

You could try using a duplicate base mesh, picking the cached hand as one
shape and blending to the other shape when needed - linear interp in ice?
It would depend how your other shape is modelled, you're always going to
face some difficulties when the first hand has been cached so the bone
translation is also in the shape...




On 16 October 2013 21:09, Sergio Mucino sergio.muc...@modusfx.com wrote:

  Well, I managed to reorder the operators to work (deleting the point
 cache, applying the shape, and reloading the point cache), but it's not
 working as expected. I'll have to figure out something else.
 Cheers!


 On 16/10/2013 2:46 PM, Sergio Mucino wrote:

 Hopefully, this will be a simple question.
 We've got a hand model in one of our shots who's shape has changed a bit.
 We have a new model for the new shape that was modified to a very specific
 shape at a specific frame. The problem is that the old model is point
 cached in the shot. I thought I would just be able to set Softimage to
 Secondary Shape Construnction Mode, and select the new mesh as a shape key,
 so that it'd blend with the old mesh. However, for some reason, whenever I
 do that, Softimage switches back itself to Animation Construction Mode,
 places the Shape Combiner there, and won't let us move it. I'm guessing it
 has something to do with the Point Cache (must it be below?), but not sure
 why. Anyone got any pointers into how to get this to work?

 The other alternative of course would be for me to figure out an ICE tree
 that would calculate the deltas between the old point positions and the new
 ones, and add those to the OLD hand so I get the movement in the point
 cache in the OLD hand, but with the shape of the NEW one, but it's gonna
 take me a little while to figure out this tree right, and we're kinda
 burning the food here (pardon the pun).
 If anyone has any pointers into how to fix this, I'm all ears. In the
 meantime, I'll keep working on it with the guy struggling with the shot.
 Thanks!
 --




-- 
www.matinai.com
image/gifSergio Mucino_Signature_email.gif

Re: Secondary shapes woes

2013-10-17 Thread Sandy Sutherland

  
  
Just thinking out loud or rather in
  typing - I would try the following -
  
  Use a base rest shape and the new shape and calculate the offsets
  based on that. Then in an ICE tree after the cache node add that
  offset back each frame. If you want to send over the meshes and a
  couple of cache frames I will have a look see if I can figure it
  out?
  
  Cheers
  
  S.
  
  On 2013/10/17 10:48 AM, Matt Morris wrote:


  I don't know if you've seen this, sounds like it
should apply:


https://vimeo.com/70124932



You could try using a duplicate base mesh, picking the
  cached hand as one shape and blending to the other shape when
  needed - linear interp in ice? It would depend how your other
  shape is modelled, you're always going to face some
  difficulties when the first hand has been cached so the bone
  translation is also in the shape...




  
  

On 16 October 2013 21:09, Sergio Mucino
  sergio.muc...@modusfx.com
  wrote:
  
 Well, I managed to
  reorder the operators to work (deleting the point cache,
  applying the shape, and reloading the point cache), but
  it's not working as expected. I'll have to figure out
  something else.
  Cheers!
  

  

  

  


  



Re: Secondary shapes woes

2013-10-17 Thread Sergio Mucino

  
  
@ Matt: Thanks a lot for the video link! I will definitely check it
out. I woke up to more urgent fires to put out, but as soon as I get
back to this I'll give it a go. Thanks!

@ Sandy: Thanks a lot for the help offer Sandy. I'm sure the CG Sup
wouldn't be too happy about me sending out project meshes, but the
approach you mention is what I was going to attempt yesterday,
precisely. I'll give it a go again, when I get back to this problem.
Thanks for chiming in!

  

On 17/10/2013 5:03 AM, Sandy Sutherland wrote:

  
  Just thinking out loud or rather in
typing - I would try the following -

Use a base rest shape and the new shape and calculate the
offsets based on that. Then in an ICE tree after the cache node
add that offset back each frame. If you want to send over the
meshes and a couple of cache frames I will have a look see if I
can figure it out?

Cheers

S.

On 2013/10/17 10:48 AM, Matt Morris wrote:
  
  
I don't know if you've seen this, sounds like it
  should apply:
  
  
  https://vimeo.com/70124932
  
  
  
  You could try using a duplicate base mesh, picking the
cached hand as one shape and blending to the other shape
when needed - linear interp in ice? It would depend how your
other shape is modelled, you're always going to face some
difficulties when the first hand has been cached so the bone
translation is also in the shape...
  
  
  
  


  
  On 16 October 2013 21:09, Sergio
Mucino sergio.muc...@modusfx.com
wrote:

   Well, I managed to
reorder the operators to work (deleting the point cache,
applying the shape, and reloading the point cache), but
it's not working as expected. I'll have to figure out
something else.
Cheers!

  

  

  

  
  

  



Re: Secondary shapes woes

2013-10-16 Thread Sergio Mucino

  
  
Well, I managed to reorder the operators to work (deleting the point
cache, applying the shape, and reloading the point cache), but it's
not working as expected. I'll have to figure out something else.
Cheers!

  

On 16/10/2013 2:46 PM, Sergio Mucino wrote:

  
  Hopefully, this will be a simple question.
  We've got a hand model in one of our shots who's shape has changed
  a bit. We have a new model for the new shape that was modified to
  a very specific shape at a specific frame. The problem is that the
  old model is point cached in the shot. I thought I would just be
  able to set Softimage to Secondary Shape Construnction Mode, and
  select the new mesh as a shape key, so that it'd blend with the
  old mesh. However, for some reason, whenever I do that, Softimage
  switches back itself to Animation Construction Mode, places the
  Shape Combiner there, and won't let us move it. I'm guessing it
  has something to do with the Point Cache (must it be below?), but
  not sure why. Anyone got any pointers into how to get this to
  work?
  
  The other alternative of course would be for me to figure out an
  ICE tree that would calculate the deltas between the old point
  positions and the new ones, and add those to the OLD hand so I get
  the movement in the point cache in the OLD hand, but with the
  shape of the NEW one, but it's gonna take me a little while to
  figure out this tree right, and we're kinda burning the food here
  (pardon the pun).
  If anyone has any pointers into how to fix this, I'm all ears. In
  the meantime, I'll keep working on it with the guy struggling with
  the shot. Thanks!
  --