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.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!
>>> 
>>> --
>>> 
>>> [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!
> 

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