Yeah I probably should have mentioned what I was after. - Have a fk chain if controllers with all SRT transformations and accordingly mesh deformation. - Not having the mesh passing strictly by the controlers (interpolated)
null chain └ envelope deform a curve └ curve deform the mesh. While curve deform is super smooth is not very flexilble and it's missing some transforms. So I wanted to have a chain of deformers doing the deformation instead. I was indicated Spline Kine in Gear_mc and it does produce interesting results, but it's interpolated and if you place a Spine Kine under a your rig LSRT controller it won't scale properly. But with 2 other sets of nulls, constraints and shady ICE hackery to fix the scaling issue I managed to get something that looks like I needed. http://screencast.com/t/lPPEx5bZGM It won't be as smooth as the curve deform, but its a ok'ish compromise. I wish it was easier to setup though x) http://i.imgur.com/f5ZXovk.png yellow: the spinekine input cyan: spinekine output: scales weirdly on the X axis. orange: 2P constrains of the yellows so the curve looks more approximated. Chain controllers. rainbow: deoformers picking up cyan's positon and orientation but using ICE hacker to pick scaling from orange. Yup Cesar, I'm probably confusing stuff, complicating and I guess you would have a cleaner and easier to setup solution. :P By the way, while one can't deform by cluster center on knots, but, it can constrain objects to cluster knots. Being the up-vector the usual tricky business ;) Sorry for the lengthy post. Cheers On Wed, Apr 13, 2016 at 3:08 PM, Olivier Jeannel <facialdel...@gmail.com> wrote: > Hey Pedro, > Not sure I understand what you are after, but to bounce on Cesar (^^) > there's a fit bezier node in ice, and also Bradley - master -Gabe explain > how to build your own. > > https://vimeo.com/11016782 > https://vimeo.com/11079196 > > > On Wed, Apr 13, 2016 at 2:52 PM, Cesar Saez <cesa...@gmail.com> wrote: > >> Hi, >> >> I think you are mixing up the U coordinate, also known as the "time" of >> the cubic equation (or whatever you choose to go with) used under the hood, >> with a linearly distributed points on a curve (basically a post process >> done after the initial interpolation, length based instead of "time" based). >> >> So, if you want to get "percentages" based on the length you will have to >> calculate it yourself on top of the existing interpolation given by >> softimage curves, You basically take the full length, divide it in discrete >> segments generating samples (corresponding to a known percentage) and remap >> U values linear interpolating to the closest sample point, the more samples >> the more precise the results will be (this is common practice, even >> softimage uses internally an approximated approach to get the length of >> curves by adding discrete segments). >> >> I think there's a linearly interpolated bezier compound in the examples >> that can be used as inspiration of how to go about it (or was in rray.de?). >> Although depending on the use case a custom node might provide a more >> performant solution. >> >> Cheers! >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com >> with "unsubscribe" in the subject, and reply to confirm. >> > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. > -- *------------------------------[image: http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro Alpiarça dos Santos >> http://probiner.xyz/ <http://probiner.xyz/> <http://probiner.x10.mx/>*
------ Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.