Oh! Woah! Thanks for sharing it Chris! :)

And thnks Raffaele for the explanation.  That is what i did with the 2
nodes.

On Monday, September 8, 2014, Chris Gardner <chrisg.dot....@gmail.com>
wrote:

> I prototyped a delta mush in ICE to figure out my splice version (
> http://www.chris-g.net/2014/09/05/delta-mush-in-splice/) just cos I
> wasn't that familiar with fabric.
>
> Disturbingly easy!
>
>
> On Mon, Sep 8, 2014 at 10:21 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com
> <javascript:_e(%7B%7D,'cvml','raffsxsil...@googlemail.com');>> wrote:
>
>> Delta mush isn't a smooth di per se', it's a binding state trick.
>> You smooth a mesh and save the delta of points from full detail to smooth
>> in the bind pose, you then deform and smooth out the full mesh, and lastly
>> re-apply the deltas back on the deformed smooth mesh to reinstate the high
>> frequency detail and irregularities.
>>
>> A basic implementation like that is quite simple actually, and that's why
>> it's kinda brilliant.
>>
>> It's pretty easy to do with OOTB XSI actually if you use ICE to apply
>> shapes after the envelope, or use ICE to skin things in the modelling stack.
>>
>> Take mesh, smooth it, shape animate from smooth to HR with shapes set to
>> local (it will use the local reference frame of each point).
>> Then apply your skinning, and apply a smooth deformer on top. Lastly
>> apply the local shape through ICE to recomputed point framesets.
>> The reference frameset is trivial, Y is the normal, X or Z is the first
>> edge projected on the normal's plane, the last axis is the cross product of
>> the two.
>> You also have ICE facilities for that, I believe, and if they match the
>> same system used by local shapes they should just work.
>>
>> If you instead do the skinning in ICE in the modelling stack, then you
>> have even less work to do, as you can use local shapes OOTB (they are meant
>> to preserve local transforms in shape with something live going on in the
>> modelling stack).
>>
>>
>> On Mon, Sep 8, 2014 at 6:28 AM, Jason S <jasonsta...@gmail.com
>> <javascript:_e(%7B%7D,'cvml','jasonsta...@gmail.com');>> wrote:
>>
>>>  What I dont understand is, how does it smooth-out the visible yanks in
>>> the mesh, but while not also shoothing-out the nose for example? does it
>>> use the base static mesh shape or?
>>>
>>> nevertheless, 100% nice! :)
>>>
>>>
>>>
>>> On 09/07/14 9:19, Miquel Campos wrote:
>>>
>>> 100% ICE
>>>
>>>
>>> ----------------------------------------------------
>>>
>>> Miquel Campos
>>> www.miquelTD.com
>>>
>>>
>>>
>>> On Sun, Sep 7, 2014 at 10:12 PM, Sebastien Sterling <
>>> sebastien.sterl...@gmail.com
>>> <javascript:_e(%7B%7D,'cvml','sebastien.sterl...@gmail.com');>> wrote:
>>>
>>>> Looks cool ! is this all in Ice ? or does it require another mesh to be
>>>> smoothed out ?
>>>>
>>>>
>>>> On 7 September 2014 05:14, Miquel Campos <miquel.cam...@gmail.com
>>>> <javascript:_e(%7B%7D,'cvml','miquel.cam...@gmail.com');>> wrote:
>>>>
>>>>> Hello,
>>>>>
>>>>> I would like to share with you my Delta Mush ICE compounds (Or what I
>>>>> guess delta mush is :P). I am pretty sure is not the best implementation 
>>>>> of
>>>>> Delta Mush (due my null maths skills ) but it is working kind of OK.  
>>>>> (Very
>>>>> slow that is true  )
>>>>>
>>>>> This version is using a simple average neighbours smoothing (I think
>>>>> this is a uniform Laplacian), without any weighted average. That means 
>>>>> that
>>>>> can cause smoothing artifacts if the mesh have big differences between the
>>>>> smallest and biggest  polygons. This artifacts normally show up with 
>>>>> higher
>>>>> mush iterations.
>>>>>
>>>>> One little trick that I found is apply a relax before apply Delta
>>>>> Mush.  So this uniform a little the size of the polygons
>>>>>
>>>>> Also I found Delta mush is very impressive when you only have 1
>>>>> deformer x Point. is like Voodoo magic ;)
>>>>>
>>>>> Regarding experiments and errors, If the smoothing at origin is
>>>>> different that the smoothing in the final, you can control how much the
>>>>> detail is washout or exaggerate. I call it the body-builder effect.
>>>>>
>>>>>  https://dl.dropboxusercontent.com/u/1530991/DeltaMush_ICE.rar
>>>>>
>>>>> I hope you like it!
>>>>>
>>>>> if you have any improvement or smoothing  algorithm, please share it :)
>>>>>
>>>>> Cheers,
>>>>> Miquel
>>>>>
>>>>> PS: you need to activate the delta mush in the sample scene. Check the
>>>>> Second ICE tree in the animation stack.
>>>>> PS2: Eddy share your OCD compounds, we want it!! ;)
>>>>>
>>>>>
>>>>> ----------------------------------------------------
>>>>>
>>>>> Miquel Campos
>>>>> www.miquelTD.com
>>>>>
>>>>>
>>>>
>>>
>>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>

-- 

----------------------------------------------------

Miquel Campos
www.miquelTD.com

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