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.com<mailto: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<mailto: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.com<mailto:raffsxsil...@googlemail.com><mailto:raffsxsil...@googlemail.com><mailto: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<mailto:sergio.muc...@modusfx.com><mailto:sergio.muc...@modusfx.com><mailto: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!
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