32 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Equivalent to Maya's Wrap Deformer...
>
> Thanks Manny. Earlier in the thread I explained why GATOR won't work for
> me in this case. Thanks anyway!
>
> [cid:image001.gif@01CED4D1.2F309710]
>
> On 29/
o Mucino
Sent: Tuesday, October 29, 2013 4:32 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...
Thanks Manny. Earlier in the thread I explained why GATOR won't work for me in
this case. Thanks anyway!
[cid:image001.gif@01CED4D1.2F309710]
On 29/10/2
tionbuilder
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin
Sent: Tuesday, October 29, 2013 4:11 PM
To: softimage
Subject: Re: Equivalent to Maya's Wrap Deformer...
Hi Steven,
Well this is something I have created r
scenario first and not
on the production sample.
Manny Papamanos
Product Support Specialist
Softimage and Motionbuilder
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin
Sent: Tuesday, October 29, 2013 4:11 PM
To: softimage
Su
Hi Steven,
Well this is something I have created recently so maybe I haven't spotted
the issues you're talking about.
Though, I remember Enoch mentioning that the ICECageDeform wasn't working
in 2010 but does in 2013. So maybe something has been fixed.
My version use a similar approach, I simplif
you might be able to skip the 'extraction' step because ICE might be faster.
On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino
wrote:
> Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform
> by Hull compound approach, but it's not working, very likely due to what
> David explai
s you don't freeze the Extract Polygons operator, it should update properly.
gray
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 5:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to M
ject (the old ones will be left alone). As long as you don't freeze the Extract Polygons operator, it should update properly.
gray
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 5:45 PM
To:
e original object, select the
>> polygons that you don't want to delete and choose Model > Create > Poly Mesh
>> > Extract Polygons (keep). The selected polygons will be copied to a new
>> object (the old ones will be left alone). As long as you don't freeze the
and choose Model > Create > Poly Mesh
> > Extract Polygons (keep). The selected polygons will be copied to a new
> object (the old ones will be left alone). As long as you don't freeze the
> Extract Polygons operator, it should update properly.
>
> gray
>
> Fro
alone). As long as you don't freeze the Extract Polygons operator, it should update properly.
gray
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 5:45 PM
To: softimage@listproc.autodesk.
ns operator, it should update properly.
gray
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 5:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deforme
October 24, 2013 5:45 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...
Looks like I will have a few problems here...
1. I cannot reduce the cage polygon count. Actually, it is a hi-res model (not crazy polygon counts, but still). I need to attach to
:softimage-boun...@listproc.autodesk.com] On
Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 2:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap
Matt
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 2:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...
Okay. Say I have two identical meshe
to:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 5:22 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: Equivalent to Maya's Wrap Deformer...
There is. All scale components are set to 1
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 5:22 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...
There is. All scale components are set to 1, and all
esk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 5:22 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...
There is. All scale components are set to 1, and all Rot/Pos components to 0.
What is this for? I don't think I had seen it before.
Deformer or deformee, I should say.
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Thursday, October 24, 2013 5:36 PM
To: softimage@listproc.autodesk.com
Subject: RE: Equivalent to Maya's Wrap Deformer...
M
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...
There is. All scale components are set to 1, and all Rot/Pos components to 0.
What is this for? I don't think I had seen it before...
[cid:image001.gif@01CED0DF.75CDA960]
On 24/10/2013 5:16
well the most straight forward implementation in ICE will have a lot less
data. not a list that is number of verts squared but just the number of
verts.
On Thu, Oct 24, 2013 at 2:15 PM, Grahame Fuller wrote:
> I don't think that Deform by Hull will be any faster than Cage. I believe
> that Cage
Thanks a lot Steve. This looks like could do the trick. However, I'm
having some problems with it. It seems my target mesh is missing
something, because when I try to use the compound, three of its
internal nodes are in an error state.
Get Self.deformerpointLocation: is n
There is. All scale components are set to 1, and all Rot/Pos
components to 0.
What is this for? I don't think I had seen it before...
On 24/10/2013 5:16 PM, Grahame Fuller wrote:
Static_Kinestate property already on the object before
Sorry, I meant I picked the mesh to use as a Cage in the Get Data
node
On 24/10/2013 5:20 PM, Sergio Mucino wrote:
Thanks a lot Steve. This looks like could do the trick. However,
I'm having some problems with it. It seems my target mesh i
image@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...
Cage deformer is definitely not going to work. For some reason, the moment I
add it, the mesh it was added to (the driven mesh) is being shifted to the
side. I can't have that offset (I'm not even sure why it is
Sent: Thursday, October 24, 2013 5:03 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...
sorry to tease... start by trying the 'deform by hull' compound.
On Thu, Oct 24, 2013 at 1:56 PM, Sergio Mucino
mailto:sergio.muc...@modusfx.com>> wrot
roduct Support Specialist
Softimage and Motionbuilder
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Gallagher
Sent: Thursday, October 24, 2013 4:36 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap
I'm not sure exactly what you're talking about Steve... :-)
Sorry... Softimage noob in training here...
On 24/10/2013 4:29 PM, Steven Caron wrote:
it is slow to bind, but useable after you freeze
the weights.
i would
sorry to tease... start by trying the 'deform by hull' compound.
On Thu, Oct 24, 2013 at 1:56 PM, Sergio Mucino wrote:
> I'm not sure exactly what you're talking about Steve... :-)
> Sorry... Softimage noob in training here...
>
>
> On 24/10/2013 4:29 PM, Steven Caron wrote:
>
> it is slow to b
it is slow to bind, but useable after you freeze the weights.
i would look into an ICE solution, store the locations in modeling stack,
create a deformer in animation, and freeze the modeling stack
On Thu, Oct 24, 2013 at 1:05 PM, Sergio Mucino wrote:
> Okay. I can see why the Cage deformer is
What about Shrink Wrap? Hmm it is also for 1 mesh only I think...
On Thu, Oct 24, 2013 at 10:05 PM, Sergio Mucino
wrote:
> Okay. I can see why the Cage deformer is regarded as slow... daamnnn!
> That's definitely not gonna work for us (plus, there's a weird offset
> coming from somewhere).
Okay. I can see why the Cage deformer is regarded as slow...
daamnnn!
That's definitely not gonna work for us (plus, there's a weird
offset coming from somewhere). I'm gonna have to cluster these
meshes over to the mesh they're trying to follow... ugh...
My other problem is that in some parts, this mesh I'm trying to fit
overlaps other meshes, so It needs to be deformer by more than one
source mesh.
On 24/10/2013 3:42 PM, Sergio Mucino wrote:
I have a mesh that I need to have deform by anoth
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