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connecting outputGeometry[0] - > inMesh?

connecting outputGeometry[0] - > inMesh?

2003-11-20       - By garyc (mac)

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Reply:     1     2     3     4     5     6     7  

Hi, I was thinking along the lines of the topology of the different
meshes being different, they will basically conform to the same shape,
but the [highres] version will not be the result of running  a
smoothing operation on the [lowres] mesh, let me explain ... We plan is
to start off with a [highres] cyberscan of a sculpted maquette from
this we are looking the derive a [lowres] mesh using something like
Cyslice. Basically I was trying to find a way that I could rig the
[lowres] mesh (for animation) and have this drive a [highres] mesh for
rendering, basically as a way to get round having to drive a whole load
of points whilst animating.

Now maybe I am getting Mayas model of operation slightly wrong, as you
seem to be pointing out in your (PS2 see below), maybe my best bet is
to just rig the [highres] mesh and then hide this, maybe then cutting
the [lowres] mesh into sections that can be parented directly to bones
for doing / previewing animation. One question with this would be "Can
I turn off the [highres] bind, i.e. stop it calculating to help speed
things up"? Maybe this just happens with hiding or maybe its something
that I can explicitly set ........

thanks again to everyone that answered, I am just trying to get a
handle on the kind of workflow I am going to need to deploy.

cheers gary.


On 18 Nov 2003, at 13:49, Eric Kunzendorf wrote:

> Howdy!
>
> One thing I don't think you've said (at least not clearly enough for
> my dense
> brain! :) ) is that your HIGHRES model is topologically different from
> your
> LOWRES model. Is it? In other words, does it have different point
> order, is it
> in separate pieces, have you added points (other than a Polygon:Smooth
> operation), cut polygons etc. when making your HIGHRES mesh? In that
> case, the
> outMesh and inMesh trick won't work.
>
> If the only thing you've done is smooth the model, and you still have
> that
> history, then you should be able to set the divisions attribute of the
> Polysmoothface input node to 0, delete history, connect inMesh to
> outMesh and
> resmooth your model.
>
> If the smoothed version has no history, you may have to delete it,
> duplicate
> the lowres mesh, connect inMesh to outMesh and smooth it. Put it on a
> separate
> layer and animate the lowres version. Then at render time switch
> visibility to
> the highres layer and render, render, render!
>
> Remember, smooth AFTER connecting! If the connection currently changes
> your
> HIGHRES mesh back to the original form, my guess is that the mesh is
> topologically identical, so this should work.
>
> BTW, you can then connect the divisions attribute of the
> Polysmoothface to an
> custom integer attribute on the control of your choice and use that to
> interactively smooth your model for extreme closeups! Just my .02!
>
> BTW2, rigging hirez and using proxy cubes will not slow things down.
> In fact,
> it will speed things up! That is the fastest way of animating a REALLY
> heavy
> model when even the lowrez version is somewhat heavy. What will slow
> down is
> the weighting of the character, but that is a whole other post! Good
> luck, and
> I hope this helps!
>
> Excelsior!
> Eric Kunzendorf
> Computer Chair and Animation Instructor
> The Atlanta College of Art


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