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transition shapes

transition shapes

2004-04-30       - By Bradley Gabe

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Reply:     1     2     3     4     5  

>
> 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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