transition shapes 2004-04-30 - By Bradley Gabe
Back > > In Maya, you can add an in-between target in blendshapes (shape > animation) so that in transitioning from the base shape to a target > shape, it passes through one or more other shapes on the way.
In XSI, one would do this at the level between the shape mixer and the custom params controlling it using link with ops. Same effect, different workflow to get there. Certainly permissible, but not necessarily as *easy* as it could be.
> > Last I looked at XSI, this wan't easily permissable. Maybe I missed > something or maybe it's now possible. > > I'm thinking about this after reading again about the many blendshape > approach of Weta's Gollum, but then that's something different again. > When combining shape A and B, give me shape C instead.
One big issue with shape animation boils down to normalized shape weights versus non-normalized. For high resolution geometry ( > 250k points) the standard has been non-normalized shape weighting simply because it requires far less calculation from the CPU. More points can be pushed per cycle, and you get better, more interactive feedback. There was a time not too long ago, when desktop CPU's weren't fast enough to even consider a normalized process for hi res meshes.
XSI and Maya are normalized by default, and XSI goes even further and builds shape animation using a local relative mode by default, which due to dependence on surface normals, involves more calculation than object relative mode which is solely center based.
-Brad
-- Bradley R. Gabe Industrial Light & Magic
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