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.
Random link of interest
Started by Jason, Sep 18 2009 01:18 PM
148 replies to this topic
#146
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
Real-Time Skin Deformation with Contact Modeling
https://vimeo.com/65966757
https://vimeo.com/iosifkefalas
http://www.linkedin....in/iosifkefalas
http://www.imdb.com/name/nm4251457/
http://www.linkedin....in/iosifkefalas
http://www.imdb.com/name/nm4251457/
#147
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.
Just in case you didn't know.
There's at least one school like the old school!
#149
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...
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...
There's at least one school like the old school!
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