djpeanut Posted April 17, 2005 Share Posted April 17, 2005 Hi folks, I've made a character setup. The model itself is in its own Geo object and then all the rigging is in a subnet, along with another Geo object containing an Object Merge to get the actual geo into the rig subnet. Then bones with capture regions and a painted capture layer deform the merged geo. I have a hair setup in another Geo object that uses an Object Merge from the Deform SOP to get its input geometry. The last stage of this character will be setting up a few simple facial animation controls, using a BlendShapes SOP and a bunch of individual Edit SOPs. The question is, where is the best place to put this? Is it in the rig subnet after the Object Merge SOP, or in the Geo object for the model itself, or after the Capture SOPs, or somewhere else? Thanks in advance. Quote Link to comment Share on other sites More sharing options...
edward Posted April 18, 2005 Share Posted April 18, 2005 I assume that you did your blendshapes based on your rest geometry? Then you need to put them somewhere before the Deform SOP. Maybe right before? Quote Link to comment Share on other sites More sharing options...
djpeanut Posted April 18, 2005 Author Share Posted April 18, 2005 I assume that you did your blendshapes based on your rest geometry? Then you need to put them somewhere before the Deform SOP. Maybe right before? 17586[/snapback] I haven't set up the system at all yet. By rest geometry, what exactly do you mean? EDIT: I've started setting it up before the Deform SOP and after the capture SOPs and all seems to be ok so far. I haven't tried mixing facial and skeletal animation yet though.... Quote Link to comment Share on other sites More sharing options...
michael Posted April 18, 2005 Share Posted April 18, 2005 it should be fine if the blendshapes are just before the deform... when you're ready you should place a null just above your blendshapes and lock it (inject also if your character is an OTL) to prevent cooking things you don't need. Quote Link to comment Share on other sites More sharing options...
edward Posted April 18, 2005 Share Posted April 18, 2005 Sorry, by rest geometry, I meant your non-deformed geometry. Quote Link to comment Share on other sites More sharing options...
djpeanut Posted April 18, 2005 Author Share Posted April 18, 2005 it should be fine if the blendshapes are just before the deform...when you're ready you should place a null just above your blendshapes and lock it (inject also if your character is an OTL) to prevent cooking things you don't need. 17591[/snapback] Thanks. Could you explain exactly what you mean by this? My character is an OTL but I don't know what you mean by 'inject'... sorry! Quote Link to comment Share on other sites More sharing options...
michael Posted April 18, 2005 Share Posted April 18, 2005 if you have a locked SOP you can 'inject' it as a section of the OTL, then just read it back in with a file SOP.... here is a little hip file...be sure to read the help on the opdef: syntax inject.tar.gz Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.