Re: Secondary shapes woes
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
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
@ 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
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! --