peliosis Posted January 10, 2006 Share Posted January 10, 2006 Is there anything like xsi cage deformer where you can use a custom lattice to deform an object? Quote Link to comment Share on other sites More sharing options...
Jason Posted January 11, 2006 Share Posted January 11, 2006 Is there anything like xsi cage deformer where you can use a custom lattice to deform an object? 23528[/snapback] You can use a lattice in the Lattice SOP or a point-cloud (Lattice SOP in "points" mode) Also, look for Simon Barrick's "Warp SOP" here in the odforum which allows deformations of a mesh using a cage. Simon, are you still working with this? Quote Link to comment Share on other sites More sharing options...
peliosis Posted January 11, 2006 Author Share Posted January 11, 2006 You can use a lattice in the Lattice SOP or a point-cloud (Lattice SOP in "points" mode)Also, look for Simon Barrick's "Warp SOP" here in the odforum which allows deformations of a mesh using a cage. Simon, are you still working with this? 23529[/snapback] I know about lattice, but I'd rather like to use custom object (say fancy shaped:)) as a as a deformer. I read the thread you point and AFAIR Simon wrote something about "meta deformers" in houdini, so I thought there may be something like cage deformer. Lattice is a bit oldie and constrained to its cubical or spherical shape, or am I missing some features? Quote Link to comment Share on other sites More sharing options...
Jason Posted January 11, 2006 Share Posted January 11, 2006 Lattice is a bit oldie and constrained to its cubical or spherical shape, or am I missing some features? 23535[/snapback] Did you check the points mode on the lattice? That doesnt require a cube-like grid. Quote Link to comment Share on other sites More sharing options...
ivan Posted January 11, 2006 Share Posted January 11, 2006 didn't someone implement that mean values coordinates paper? that would work, if your cage is a closed (manifold) set of triangles.... Quote Link to comment Share on other sites More sharing options...
Jason Posted January 11, 2006 Share Posted January 11, 2006 didn't someone implement that mean values coordinates paper?that would work, if your cage is a closed (manifold) set of triangles.... 23537[/snapback] Yup, that happens to be Simon's Warp SOP. SourceForge page Quote Link to comment Share on other sites More sharing options...
michael Posted January 11, 2006 Share Posted January 11, 2006 Simon's Warp SOP is really promising...there are some speed issues and I think there are many ways the central idea can be implemented, but it's a fantastic start...I'd really like SESI to add this to Houdini...maybe for 9... I wish I could program... Quote Link to comment Share on other sites More sharing options...
peliosis Posted January 11, 2006 Author Share Posted January 11, 2006 Points mode! I knew there HAVE to be something I missed Thanks a lot Jason! Got to look closer at these mean values thing yet. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted January 11, 2006 Share Posted January 11, 2006 The latest mean value deformer is on Sesi Exchange and is written in hdk. The performance for a "light" control mesh is equal to any of the current houdini deformers including bones. The real hit is when you have a very dense mesh with a very dense control mesh. The only other down side is the amount of memory it takes to store the capture data. There's not much I can do about that unfortunately, I tried using a threshold value that knocks off values that are small but it causes too many inaccuracies in the solution to be useful. you can get it here Warp It might need recompiling so if anyone wants to use it let me know what version of Houdini you are on and i'll make a new one. Windows only I'm afraid. Source code is there too so you can compile your own if you know how. Another deformer worth a look is the meta capture sop - but that seems to still be missing from the lastest builds. I did write something similiar but stopped developing it when the Sesi one can out. If anyone wants it it's kicking around in the hdk section of this forum. Quote Link to comment Share on other sites More sharing options...
old school Posted January 11, 2006 Share Posted January 11, 2006 MetaCapture is still in development. Quote Link to comment Share on other sites More sharing options...
peliosis Posted January 11, 2006 Author Share Posted January 11, 2006 MetaCapture is still in development. 23553[/snapback] What exactly is MetaCapture? Quote Link to comment Share on other sites More sharing options...
thekenny Posted January 11, 2006 Share Posted January 11, 2006 just as it sounds. you use a series of metaballs for capturing and then deform based on how the metaballs animate.. they take the place of cregions.... the parameters are a bit different (i imagine, i haven't used it, but saw an early demo) it's an interesting idea.. not completely new as other people have done similar things in other packages just new in houdini personally i would like them to do something more along the inflate line of thinking but take it further so that you could define your one muscles out of any piece of geometry and capture the outter skin based on the muscle's points.. and then layer that deformation witha standard bone capture tools....you can read this paper ( gee i wonder where they got that idea ...) http://www.dgp.toronto.edu/~patrick/papers...2005/index.html metaballs sound great but in all honesty i dont' think houdini's method for modelling and controlling how they blend together or not is fantastic... maybe i just need someone to show me how it is done, but last time I tried it wasn't pretty. -k Quote Link to comment Share on other sites More sharing options...
peliosis Posted January 11, 2006 Author Share Posted January 11, 2006 Thanks, look promising, I don't know how other software (maya?) cope with metaballs and am quite happy with houdinis approach. when it comes to deformers, SESI could try to improve the performance because houdini envelope works very slow compared to XSI for example. Rigs (rabbit) are a bit heavy to manipulate. Quote Link to comment Share on other sites More sharing options...
Jason Posted January 11, 2006 Share Posted January 11, 2006 Thanks, look promising, I don't know how other software (maya?) cope with metaballs and am quite happy with houdinis approach.when it comes to deformers, SESI could try to improve the performance because houdini envelope works very slow compared to XSI for example. Rigs (rabbit) are a bit heavy to manipulate. 23560[/snapback] I know Maya users are intensely jealous of capture-regions as it is. Maya shops always find themselves writing their own spherical capture region tools. When MetaCapture comes along then hopefully that'll be another great weapon in the Houdini aresnal. Quote Link to comment Share on other sites More sharing options...
sibarrick Posted January 11, 2006 Share Posted January 11, 2006 personally i would like them to do something more along the inflate line of thinking but take it further so that you could define your one muscles out of any piece of geometry and capture the outter skin based on the muscle's points.. and then layer that deformation witha standard bone capture tools....you can read this paper ( gee i wonder where they got that idea ...)http://www.dgp.toronto.edu/~patrick/papers...2005/index.html 23559[/snapback] that was basically where I was going with my hdk capture stuff. There is an example of it working (just using vex point clouds) also on exchange. It works very well. Muscle deformer Just scroll down to flex muscle 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.