connecting outputGeometry[0] - > inMesh? 2003-11-20 - By garyc (mac)
Back 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
-- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- --- List-help: <mailto:listar@(protected)?Subject=help> List-unsubscribe: <http://www.highend3d.com/maya/listserver/> List-subscribe: <http://www.highend3d.com/maya/listserver/> List-archive: <http://www.highend3d.com/maya/archive/>
|
|