Re: [Maya2osg-users] Blend shapes
Status: Alpha
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jtaibo
From: Javier T. <jav...@gm...> - 2011-05-19 15:58:35
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Hi Peter, On Thu, May 19, 2011 at 10:50 AM, Peter Wrobel <pp...@cg...> wrote: > Hi Javier, > > fast answer, but details on mondy. OK. Don't worry just ignore the messages if you're busy. We'll follow the thread next week. >> I'm going to export a 3D character with skeleton animation and blend >> shapes, so I will at last test the osgAnimation export :) > > I wasn't able to add Skinning Code till now, so all yo can export is > transform animation. My osgMaya exporter has skinning implemented, but > the merging will take some time, so I don't know how fast I'll get to this. OK. Maybe I can help with it. I'll take a look at it when I had some time. >> Are blend shapes supported in Maya2OSG? Is there any development? Or >> may I have to start from scratch? > > I started to write the export for that. I stopped as I was a little > frustrated that you cannot't "chain" the skining and morphing in an osg > file. Cedric showed me how to do this through code. But now I already > know more about osg, and I have an Idea what has to be done. > Datails after monday OK. We'll follow the discussion next week. >> And about how to prepare the model, it is a pseudo-humanoid >> character (biped) that will have blend shapes applied only to the >> face. The artist is asking me whether she should cut out the head to >> create the blend shapes only there or keep the body geometry as a >> whole. Is it a problem to rejoin the blend-shaped head later with the >> rest of the body? Have you ever done it? > > This is the "normal" way people do it in the industry. So for the > begining it would be cool if she would keep the whole body mesh > attached. Later we should add this functionality, but I don't know how > far osgANimation needs to support this. Basically in normal morphing you > blend the position of a point to the position of another point. You > identify both points with their id. If you screw up point numbering in > one of the meshes ( by deliting one Vertex somwhere ) you scre up the > morphing. We would require a map between target and source ids. That we > can do in the plug in, but can osgAnimation use such a map ? Not shure, > but I don't think so. Yes, I know the blend shape theory. I didn't know however how much is it supported in osgAnimation. >> In case of having the "blend-shaped head" and the body in separate >> geometries, both affected by the skeleton animation, as long as the >> vertices in the joint edges are not affected by blend shapes and have >> assigned the exact same weights in skinning, should it be a problem? >> Do you think it would produce visible cracks in this part of the >> geometry? > > No, the way you normally di it is, cut the hayd off, but dont' morph the > border edges. With this you guarantee continuity. Yes, that's exactly what I meant. My doubt was, being the geometry split in two pieces, even though the vertices are in the same place if there are any problems of edge cracks. I hope not. -- Javier Taibo |