Proposal from Animation Master: The Smart Skins

Animation tools, character animation, non linear animation

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cfolchh
Posts: 7
Joined: Mon Apr 28, 2003 10:09 pm

Proposal from Animation Master: The Smart Skins

Postby cfolchh » Fri Sep 30, 2005 1:28 am

I'm very happy with the development of the "animation recode project". Recently we have received a "new present" from the blender developers, the shapes (the olders RVK's with an intuitive gui). This has remembered me the Smart Skin of Animation Master.

The Smart Skin use an edit mode mesh that we haven't in blender. When we edit a mesh that is parented with an armature, the mesh appears in his original pose. With Animation Master we can edit the mesh with the pose than the armature gives it. And then we can edit the vertex and fix the wrong movements of the mesh, always in relation with a bone.

Well, i'm spanish and my english is poor. I would like that you can see the links, they are more explanatory. If we could use the RVK's with a new pose mode (of the mesh) and link this with the bones, we would have a system similar to smart skins.

http://www.clipsandscripts.com/tutorial ... rtskin.htm

http://demented3d.com/tutorial/toontuto ... ng/ss.html

http://www.newtek.com/products/lightwav ... index.html

http://www.tokeru.com/twiki/bin/view/Ma ... skin=plain

They are a lightwave and maya tutorials too, they make reference of the smart skin system from Animation Master.

Thanks.
8tintin.

onip
Posts: 29
Joined: Fri Sep 30, 2005 6:32 am

Postby onip » Fri Sep 30, 2005 7:27 am

Better than smart skin,Blender should have a generic modifier(now that we have modifiers)that implements a pose space deformation algorithm computed after the armature deformation, where the shapes are normalized and not simply added together and are automatically interpolated based on the pose of the joint(the interpolation is based of the distance in the joint space).Ideal should be the possibility to have one modifier per joint,in this way we can normalize only the proper shape for a particolar joint(like a elbow or a shoulder)without interference of the other joints.
Another useful feature should be vertex groups for shape,with the possibility to weight the percentage of a particolar shape.
Sorry for my bad english
By
pino

cfolchh
Posts: 7
Joined: Mon Apr 28, 2003 10:09 pm

Postby cfolchh » Fri Sep 30, 2005 6:26 pm

onip wrote:...in this way we can normalize only the proper shape for a particolar joint(like a elbow or a shoulder)without interference of the other joints.


It's a good idea. The problem is that the wrong mesh usually it happens by a combination of more than one joint. Probably that is the reason by which the smart skins do not work of that way.


8tintin.

onip
Posts: 29
Joined: Fri Sep 30, 2005 6:32 am

Postby onip » Fri Sep 30, 2005 7:40 pm

cfolchh, you are right,my idea is simple: let the user layering the effect of joint based deformation,in this way we can have more control.At work i use maya with posedeformer,a freeware plugin by michael comet that implements the pose space deformation algorithm and it's work very well.
By
pino


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