varying instances of a rigged character
Posted 15 June 2011 - 03:43 PM
I am able to get a simple rig to vary based on the point attributes, but the deformed geo that is bound to the bones does not change per instance (at render time). I can verify the bones are being driven properly by parenting geo the the bones (instead of binding). It does work as expected with copy stamping, but I am worried that may be too heavy if I get up to a large count of copies.
So a couple of questions...
1. Is instancing the right way to go, or should I use copy/stamping? If instancing should work, what are the steps to get the deformed geo to update properly per instance?
2. Any advice as to how to integrate CHOPs into the mix. I can stamp the bone rotations into CHOPs (i.e. the period of a wave CHOP), would this work with instances? I have not had any luck there. The overall idea is based on a basic cycle, with offsets, lags, noise, etc. to vary up each copy.
Posted 16 June 2011 - 01:22 AM
Does this make sense?
Posted 16 June 2011 - 09:38 AM
Your suggestion does make sense. My initial approach was similar to this, but was one long cycle with variations within it. The issue I was encountering was related to the motion blur, and what happens to the blur when you try to speed up (or slow down) a geo sequence.
I could store the point velocities in the geo when i write it to disk. Problem is if I speed up the cycle, I still have a relatively small blur for the action.
If I use a trail sop to recalculate the blur, I end up getting this long exaggerated blur only in the direction of the points at that frame (see pic). I was unable to get rid of this, but a rigged wing will blur correctly, even when sped up considerably. Any thoughts on how to correct the blur problem, because that would be a lot simpler??
Posted 16 June 2011 - 03:56 PM
Although, I don't think you could do more than 2 time samples with the delayed load thing, so the wings can't be moving super fast.
Maybe for ones close to the camera you have a live rig and far away you have the delayed load thing..
Posted 14 December 2011 - 08:11 PM
I'm working on something similar myself at the moment - did you ever find a good solution for randomizing the animation of the birds?
Posted 16 December 2011 - 07:10 PM
Edited by 3dbeing, 16 December 2011 - 07:11 PM.
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