Be ready to have someone write some help if you ever do, without a decent
system to reduce them to sparse data and to work do the work GPU side 800
shapes move at the speed of a brick chained to a column, especially in Maya
:) XSI 5 however was managing it respectably well already on Pentium III
and 4s back then :)

On Sun, Jan 18, 2015 at 2:44 AM, Greg Punchatz <g...@janimation.com> wrote:

> Thanks Raff,
>
> I have used both techniques but never heard some of those terms.... ICE
> made doing this work much easier for me.
>
> I have never ended up with 800 shapes.... but give me the time and the
> budget and that sounds like a blast :)
>
>
> On Sat, Jan 17, 2015 at 5:06 PM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> You can blame Bay Raitt for some of the names being thrown around, and
>> the LISP community he grew up in :)
>>
>> Combination sculpting comes in two flavors, FACS based, with expressions
>> tabled out and combinations being largely corrective and flattened out, and
>> twitch based, with shapes representing individual muscles as roots,
>> combinations of nearby muscles in couples or triplets as first branch, and
>> so on to full face compensation, usually you stop at tier three or four,
>> which can easily get you hundreds of shapes (Charlotte in Charlotte's web
>> was twitch combinations and amounted to 802 shapes, Gollum in return of the
>> kind was FACS and I think Bay ended up in the 820 or so range in the end).
>>
>> You can use something like stretch mesh (or ideally better) equalisation
>> process after that to reduce drift if you're in a hurry with the broad
>> strokes.
>>
>> Combinatorics are shapes that bridge two other shapes by correcting their
>> conflict (additive) rather than by replacing them (you can combine with C =
>> abs(A-B) in the former, or suplant with C = abs(A-B) and then subtract C's
>> intensity from A and B).
>>
>> On Sat, Jan 17, 2015 at 10:59 PM, Greg Punchatz <g...@janimation.com>
>> wrote:
>>
>>> We (Brad did all the ICE magic) worked up some pretty niffy tricks for
>>> our head tech demo.
>>>
>>> We could pose our head which was a slightly enhanced FR rig export a
>>> reference head into ZB... bring it back into soft the subtract the the
>>> deforms of the mesh and reapply only the differences from the corrective
>>> shape.
>>>
>>> Point drift is caused most of the time by subdividing the model in
>>> Zbrush. If you do a subdivision in Z all your base point will shift.   In
>>> our case the mesh was dense enough that was not an issue, we could still
>>> clearly see the forms without subdividing while in Zbrush. Brad wired up a
>>> ICE tree for the imported corrective shapes to be triggered by pulling
>>> different distances from the rig. Of course drift can happen from someone
>>> moving points they have no business of moving, or even worse they move
>>> points in the wrong direction for the correction or shape. I always work in
>>> a stepped process to avoid this for shapes, whether I sent to Zbrush or
>>> not. I am at first only focused on how the point mass moves first. I try to
>>> get this done with as few proportional moves as possible. Then I test the
>>> motion in Soft and on the rig.,  take a look at what it looks like with the
>>> jaw open etc. Then I slowly massage the shapes into place checking the
>>> sculpt in action
>>>
>>> I don't remember if the zbrush link busts your rig, in our case the
>>> workflow was to use separate reference geo.
>>>
>>> It is better if it when done all under one roof but if my point count
>>> goes high enough  I will jump through a few hoops to get to a better point
>>> manipulator.
>>>
>>> Raf I have never heard the term combinatorics before, and when I looked
>>> it up I could not find any references that clearly showed me how it applied
>>> to shape animation or rigging. Can you point me to a reference that might
>>> help fill in my knowledge gap  : )
>>>
>>> Also Eric,  I had heard of folks having a different neutral vs skinning
>>> pose but I have not really seen a good explanation of the idea. I have
>>> modified a sculpt to be better for rigging, but that shape then becomes my
>>> base shape. What is the difference?
>>>
>>>
>>>
>>> On Sat, Jan 17, 2015 at 2:31 PM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
>>>> If you're doing combinatorics you don't model the shapes in isolation,
>>>> you tweak a base and need to see the result on the combination, which might
>>>> be one to four tiers of combinations away.
>>>> You don't do combination sculpting without the rig because you don't do
>>>> combination sculpting on the final shape half the time if you're sensible
>>>> and can't waste a lot of time in kickbacks.
>>>>
>>>> Doing shapes in ZBrush is doable, but they all need a lot of work after
>>>> coming back in because by the nature of ZBrush you will have shit drifting
>>>> all over the place. When they will add more than a single morph and a few
>>>> simple vector operations to wire the morphs it will then be the ultimate
>>>> tool for it, right now it's like trying to drive a truck out of a parking
>>>> lot with a small gate. Blindfolded. On iced out ground. With a monkey
>>>> hitting you on the head with a baseball bat every five seconds. Technically
>>>> doable, but not worth the bother unless you get to show the mental
>>>> breakdowns on TV and cash them in :)
>>>>
>>>> If you're doing cartoony or largely procedurally shaded stuff you can
>>>> take a fair amount of drift. if you're doing something that has hundreds of
>>>> rigid scales or precisely styled hair bound to the UV space it's an
>>>> unmitigated disaster when you don't have something like Soft (or a shitton
>>>> of stuff piled on top of Maya) around to do the work.
>>>>
>>>> On Sat, Jan 17, 2015 at 6:16 PM, Greg Punchatz <g...@janimation.com>
>>>> wrote:
>>>>
>>>>> Raff while what you say is true about needing to check the results of
>>>>> your sculpts in combination with with other shapes and deformers. There is
>>>>> no reason those edits should not be done in the tool-set best suited to
>>>>> sculpt.
>>>>>
>>>>> Using something like Zaplink or a few scripts can make the back and
>>>>> forth seamless.  ICE made it so much easier to to pose based deformations
>>>>> and corrective shapes using Zbrush to edit.
>>>>>
>>>>> That being said I still do a great bit of my shape work in soft,
>>>>> unless its a very dense mesh, then I whip out the Z
>>>>>
>>>>> On Fri, Jan 16, 2015 at 6:16 PM, Raffaele Fragapane <
>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>
>>>>>> The problem with ZBrush, or any modelling app that doesn't have your
>>>>>> full rig in it, is that for things like combination sculpting they are
>>>>>> useless, because you need to see multiple timelines of the shapes
>>>>>> converging as you refine them for the result to be any good. It's also a
>>>>>> ton easier to get combinatorics started in Soft since you can start any
>>>>>> shape from any number of others with ICE. I so miss that in any other app
>>>>>> (that last bit is literally the only one where Houdini could compete or
>>>>>> even surpass Soft, actually, though it's somewhat painful to wrangle the
>>>>>> shit together when you hit a certain degree of complexity and you end up
>>>>>> spending more time making an uber rig than you do working the shapes'
>>>>>> alignment).
>>>>>>
>>>>>> On Fri, Jan 16, 2015 at 11:27 PM, Jordi Bares Dominguez <
>>>>>> jordiba...@gmail.com> wrote:
>>>>>>
>>>>>>> Thanks for the notes, there has been quite a lot of changes but it
>>>>>>> is true there are a few of your comments still pending, the most 
>>>>>>> pressing
>>>>>>> to me is speed and the viewport needs still lots of love.
>>>>>>>
>>>>>>> BTW, I was not advocating to use Houdini for modelling though,
>>>>>>> rather use Zbrush to be honest and now that Zbrush is getting closer to 
>>>>>>> a
>>>>>>> full set of traditional modelling tools it is pretty obvious it is the
>>>>>>> route to go.
>>>>>>>
>>>>>>> My feeling is that character work is certainly more painful but at
>>>>>>> least you get some serious gains and unfortunately there are no options 
>>>>>>> so
>>>>>>> we are in a transition moment.
>>>>>>>
>>>>>>> So far they are listening and moving forward so I will stick to
>>>>>>> Houdini for the time being and keep an eye on others.
>>>>>>>
>>>>>>> :-)
>>>>>>>
>>>>>>> jb
>>>>>>>
>>>>>>>
>>>>>>> On 16 Jan 2015, at 21:28, Raffaele Fragapane <
>>>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>>>
>>>>>>> A lot of quality rigging, despite piles of papers trying to sell the
>>>>>>> public on the contrary, is still manually tweaked. Taking things out of 
>>>>>>> the
>>>>>>> app where you have the full rig makes authoring a major pain. The most
>>>>>>> basic example is shapes, doing shapes work in XSI for something like a
>>>>>>> combination sculpting setup was as easy as it got, especially after ICE.
>>>>>>> The way data is presented and accessible, the speed on large meshes,
>>>>>>> the modelling toolkit, it all lent itself to that kind of work in a 
>>>>>>> perfect
>>>>>>> storm scenario.
>>>>>>> Doing the same in Maya, comparatively, is beyond painful and
>>>>>>> requires a pretty big staging effort to separate work and write 
>>>>>>> accessory
>>>>>>> tools, in Houdini you don't even have a particularly intuitive modelling
>>>>>>> toolkit, and the handling of large meshes was pretty meh with it (at 
>>>>>>> least
>>>>>>> up to 12, it seems to be getting better and promising to be getting 
>>>>>>> better
>>>>>>> again).
>>>>>>>
>>>>>>> The toolkit in general is pretty hard to impossible to give to a
>>>>>>> modeller with little inclination to learn something like Houdini, while
>>>>>>> with both Maya and Soft that's not a big challenge.
>>>>>>>
>>>>>>> I haven't tried the muscle system in a while, so my comment might be
>>>>>>> dated to the point of not being valid, but the last time I did it was a 
>>>>>>> bit
>>>>>>> of a joke. No arbitrary topology for the deformers unless you cloth
>>>>>>> collided (and the cloth solver was anything but acceptable), only some 
>>>>>>> weak
>>>>>>> superset of metaballs, rather slow, but at least it was relatively 
>>>>>>> stable,
>>>>>>> and overall clunky and requiring the lot a lot of micromanagement and a 
>>>>>>> lot
>>>>>>> of SOPs that often refused to play nicely with the rest of the app.
>>>>>>> Mind, I haven't found a single commercial muscle system I would use
>>>>>>> if they paid me for it, which is pretty embarrassing given when we 
>>>>>>> needed
>>>>>>> one for WWD we got a rather intuitive one done in just a few weeks that
>>>>>>> worked for over 99% of the show meshes without manual intervention of 
>>>>>>> any
>>>>>>> sort on the sim, and literally only a dozen mesh fixes across over 800
>>>>>>> shots.
>>>>>>>
>>>>>>> On top of all that, and again this is pre-14, most pre-13, it's
>>>>>>> slow. Mind boggingly slow to articulate a decent animation rig. I 
>>>>>>> suspect
>>>>>>> this last point has been, or is about to be, superseded though since the
>>>>>>> viewport has been getting some love.
>>>>>>>
>>>>>>> The main issue though remains that preparing an asset in Houdini
>>>>>>> remains a long and involved process which very few people from other
>>>>>>> departments, some times nobody, can be recruited into, it's born, lives 
>>>>>>> and
>>>>>>> dies in the hands of TDs.
>>>>>>>
>>>>>>> I've always had a soft spot for Houdini, and I'd give my money to
>>>>>>> SideFX rather than many other companies any day of the year, but as a
>>>>>>> company their commitment to character work of artistic or hybrid nature 
>>>>>>> has
>>>>>>> always been patchy (and I don't necessarily blame them for it) and 
>>>>>>> subpar.
>>>>>>> They have a lot of work to make up for it, but they seem to be
>>>>>>> slowly doing it while making sure they don't lose their core business 
>>>>>>> with
>>>>>>> FX and end-to-end clients.
>>>>>>>
>>>>>>> I will certainly be looking at H14 as soon as some space for it in
>>>>>>> the stash of stuff I need and want to do before clears up :)
>>>>>>>
>>>>>>>
>>>>>>> On Fri, Jan 16, 2015 at 6:45 PM, Jordi Bares Dominguez <
>>>>>>> jordiba...@gmail.com> wrote:
>>>>>>>
>>>>>>>> May I ask you to elaborate the “complex character rigging and tuned
>>>>>>>> deformation”, I may be missing something.
>>>>>>>>
>>>>>>>> To start with you have muscles in Houdini which you don’t, let
>>>>>>>> alone FEM simulations and a universal physics engine to cope with 
>>>>>>>> pretty
>>>>>>>> sophisticated things…
>>>>>>>>
>>>>>>>> Certainly it is easier in Softimage and more artist friendly to
>>>>>>>> setup but I see the rigging side as one very strong point.
>>>>>>>>
>>>>>>>> If you are talking about screen space corrections, blend shapes and
>>>>>>>> advanced contact collision its certainly doable with  the toolset.
>>>>>>>>
>>>>>>>> :-|
>>>>>>>>
>>>>>>>> thx
>>>>>>>> jb
>>>>>>>>
>>>>>>>>
>>>>>>>> On 16 Jan 2015, at 16:59, Raffaele Fragapane <
>>>>>>>> raffsxsil...@googlemail.com> wrote:
>>>>>>>>
>>>>>>>> It's only true for some definitions of rigging.
>>>>>>>> If you need proceduralism of course it does spectacularly well, and
>>>>>>>> assets are simply best of breed in the industry and have been for 
>>>>>>>> years,
>>>>>>>> end of story.
>>>>>>>> For the hand-crafted complex character rig and tuned deformation
>>>>>>>> kind of job though, no, it's not nicer than Soft, and I'd be hard 
>>>>>>>> pressed
>>>>>>>> to make an argument for it over Maya (which I consider pretty bottom
>>>>>>>> barreling already without a ton of custom work).
>>>>>>>>
>>>>>>>> Some of the upgrades in H14 and some of the future roadmap do bode
>>>>>>>> well for that though.
>>>>>>>>
>>>>>>>> On Fri, Jan 16, 2015 at 1:28 PM, Gerbrand Nel <nagv...@gmail.com>
>>>>>>>> wrote:
>>>>>>>>
>>>>>>>>>  Well I say nicer, because there are allot of toys to play with.
>>>>>>>>> I think rigging is the part where you need a non destructive
>>>>>>>>> procedural work flow the most.
>>>>>>>>> In Maya it feels like you have to make damn sure you are done with
>>>>>>>>> step A before moving onto step B.
>>>>>>>>> Houdini is flexible to the point where you become reckless with
>>>>>>>>> your work flow :)
>>>>>>>>> Bit more complex when you get started, but worth it.
>>>>>>>>> The auto rig at the very least doesn't break like the soft one
>>>>>>>>> used to in 2011 :)
>>>>>>>>> G
>>>>>>>>>
>>>>>>>>>
>>>>>>>>> On 16/01/2015 14:08, Mirko Jankovic wrote:
>>>>>>>>>
>>>>>>>>> Riggin nicer then Soft?
>>>>>>>>> Will have to check it out then.. In maya rigging and enveloping is
>>>>>>>>> huge crap and biggest reason that I don't wanna ago back int othat 
>>>>>>>>> hell at
>>>>>>>>> first place.
>>>>>>>>>
>>>>>>>>> On Fri, Jan 16, 2015 at 12:11 PM, Gerbrand Nel <nagv...@gmail.com>
>>>>>>>>> wrote:
>>>>>>>>>
>>>>>>>>>> After trying to learn maya for about 6 months, learning houdini
>>>>>>>>>> is a breath of fresh air!!
>>>>>>>>>> It is not softimage, but I think its the only thing that will
>>>>>>>>>> come close to the flexibility and power of soft for small studios and
>>>>>>>>>> freelancers.
>>>>>>>>>> Once you get into it, It is even more power.
>>>>>>>>>> I tried learning it about 2 years ago, and gave up because I
>>>>>>>>>> thought my time would be better spent getting better in soft (the 
>>>>>>>>>> future
>>>>>>>>>> was still bright back then)
>>>>>>>>>> Back then it seemed complicated, but after dealing with maya, it
>>>>>>>>>> feels sooo much friendlier.
>>>>>>>>>> The way I see it, you get the operator stack, and ice tree, all
>>>>>>>>>> in one place, the network view
>>>>>>>>>> So its one thing to learn.
>>>>>>>>>> In Maya I feel like I have to learn new software every time I do
>>>>>>>>>> something else.
>>>>>>>>>> Rigging I found nicer than soft, and the animation editor in
>>>>>>>>>> houdini feels like a polished version of the soft one.
>>>>>>>>>> Houdini engine is still blowing my mind.. like it doesn't stop!!
>>>>>>>>>> At $300 you cannot ignore this as a piece of your pipeline!
>>>>>>>>>> I'll probably do allot of work in maya because I need to fit into
>>>>>>>>>> teams of Mayans, but with the houdini engine, I can do the work in 
>>>>>>>>>> the
>>>>>>>>>> software best suited for it, without forcing the rest of the team to
>>>>>>>>>> conform.
>>>>>>>>>> G
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On 16/01/2015 12:08, Mirko Jankovic wrote:
>>>>>>>>>>
>>>>>>>>>>> modeling and character riga nd animation wise it is I assume
>>>>>>>>>>> sitill nt as suser friendly as SI right?
>>>>>>>>>>> how us ievrall generalist and smalls tudio experience?
>>>>>>>>>>> SI is more or less out of the box great steramlined solution..
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>> --
>>>>>>>> Our users will know fear and cower before our software! Ship it!
>>>>>>>> Ship it and let them flee like the dogs they are!
>>>>>>>>
>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>> --
>>>>>>> Our users will know fear and cower before our software! Ship it!
>>>>>>> Ship it and let them flee like the dogs they are!
>>>>>>>
>>>>>>>
>>>>>>>
>>>>>>
>>>>>>
>>>>>> --
>>>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>>>> it and let them flee like the dogs they are!
>>>>>>
>>>>>
>>>>>
>>>>
>>>>
>>>> --
>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>> it and let them flee like the dogs they are!
>>>>
>>>
>>>
>>
>>
>> --
>> 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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