Re: [Maya2osg-users] Blend shapes
Status: Alpha
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From: Peter W. <pp...@cg...> - 2011-05-19 18:29:58
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Hi Javier, and thanks for understanding. Just one questin, how urgent is it at all ? Cheers, PP > 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. > > |