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#145 mantragora

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Posted 13 May 2013 - 01:44 PM

And while we are in RealTime topic, amazing facial realtime motion capture system.



As a bonus, if you are bored, one of the best zombie movies ever.


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#146 Sifis

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Posted 16 May 2013 - 12:47 AM

And while we're in skinning and deformations...

Real-Time Skin Deformation with Contact Modeling
https://vimeo.com/65966757

#147 old school

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Posted 16 May 2013 - 05:24 AM

Quote

And while we're in skinning and deformations...

What's the difference between an implicit surface and a metaball?
You can easily construct rigs in Houdini using muscles which use metaballs.
We knew for a very long time that using muscles over standard skin weighting resulted in much better volume preservation hence our toon character delivered on the shelf uses meatball muscles.

You can paint influence weights and also add sliding. Self-interpenetrations should be handled as well.


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#148 phrenzy84

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Posted 17 May 2013 - 02:04 AM

This is what i was thinking while i was watching that video. But am i right in thinking that you can chose either one or the other solution to rig characters (out-of-the-box)? You cant use both?

#149 old school

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Posted 17 May 2013 - 04:14 AM

Out of the box, you are right. You either choose capture with bones or capture with muscles/meatballs.

There are at least three different ways to rig characters with muscles. You can rig up a system that uses standard capture weighting but then apply muscle deformers on top.

Right now you have to run two SOPs: deform SOP with one of the two muscle deformer SOPs though...
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