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selecting shapes

selecting shapes

2005-03-01       - By Reinhard Claus

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Reply:     1     2     3     4  

Thanks for the replies. This will help.
Reinhard

-- -- Original Message -- --
From: "Raffaele "ThE_JacO" Fragapane" <jaco@(protected)>
To: <XSI@(protected)>
Sent: Tuesday, March 01, 2005 6:05 PM
Subject: RE: selecting shapes


> Tricky but effective way around I used in a similar situation:
>
> Clone several meshes from your eneveloped one (I used to do it with 3 or 4
> at a time and built stocks of meshes up to 20 at a time with no slowdowns
> or
> scene management problems), pose your base head with the envelope and no
> shapes.
> Apply corrections to the clones, when happy disable envelope from the
> generator mesh and freeze the clone.
>
> This way you can generate a huge stock of corrective shapes in no time,
> and
> when happy with all of them select them and freeze the shape maps right
> away.
>
> This is also the way I create the emergency shapes for any non hero
> creature, and it always worked well insofar.
>
> Maybe not the most elegant solution in the world, but it's rock solid and
> you never compromise the original asset.
>
> ~Raffaele Fragapane
> ~Lead "I'm sure we can make it work"
> ~Peerless Camera Company
>
>
> thats an interesting question claus...
> shooting from the hip-- i havnt tried it and lets say you cannot do
> what you want directly, i agree you should-- could you not rectreate
> the desired secondary shapes with a short script using
> pointpositionarray? essentially, your own version of selectshapekey()
> it should be simple enough

> > -- --Original Message-- --
> From: owner-xsi@(protected) [mailto:owner-xsi@(protected)] On Behalf
> Of
> Claus, Reinhard
> Sent: Tuesday, March 01, 2005 6:22 PM
> To: XSI@(protected)
> Subject: selecting shapes
>
> Hi there-
> I'm just starting with facial animation and I intend to use shape
> animation
> for that - but only as corrective offsets to envelope animation (e.g. I
> want
> to blend in some shape-driven wrinkles when putting a smile on
> etc.)---thus
> I would need to define the shapes relative to the already
> envelope-deformed
> object.
>
> That works fine with secondary shape modeling but supposed I already have
> some premodeled expressions: How can I do the same with the "Select Shape
> Key" command? "Select" seems to only use the reference from the top of the
> modeling stack, regardless of the construction mode (resulting in an
> overshoot when I apply the shape obviously). Can I somehow tell "Select"
> that it's supposed to use the reference from the top of the animation
> stack
> instead so I can use my premodeled expressions?
>
> Much hope I could make myself clear.
> Reinhard
>
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