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AVTPro

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Everything posted by AVTPro

  1. Great link Richard, Never saw that before. I wonder if I was correct. ;-)
  2. Hi. I am a freelance RigTech for EIAS. Can you post sample images of the problem? What problem are you having? I did a freelance project not long ago of centrifugal piston. As far as the video, you only need to use Position constraints and rotate the base.
  3. People ask me that a lot so I made DVDs. ha. Great Derryl. I'm always happy to help. Sometimes small solutions fix big problems. I have been using EIAS for many years and know a lot of small tips and tricks to solve big problems so I put them all in 2 DVDs. If you are going to use EIAS a lot in the future, they may save you a lot of time. BTW, as far as the offset I don't know much about Bullet in EIAS or in Maya either. I work with mainly with rigging for EIAS users doing render client work. When I get a chance I will look at Bullet...
  4. True, I guess cloth plugin in EIAS is a good approach to softbody sim. Still, those jiggly people probably can be imported as MDD into EIAS and look great. It's good we can still have soft bodies one way or another. ;-)
  5. Great looking stuff, but . " 40,000 scans of ten subjects" Seems like the data is optic.
  6. Do you have a sample image to better illustrate the problem? Normals, Bumps and Displacement are only image maps. Jaggies or Anti-Aliasing comes from low resolution images not model geometry. Are your maps too low res? Maybe instead of jaggies you mean faceting which is low resolution polys. Is the poly count on your model too low? Hoping those questions help you better analyze the problem.
  7. Wish I had seen this sooner. Maybe I could have save you some time and trouble because there's a quick option for resetting centeroids even on multible objects in the entire project, all at once. If you export multiple objects which zero out when you import them, you can reset all their centeriods by selecting them, and in the Link Window Editor select "middle" under link alignment position. That should set the centeriod back to the geometry as oppose to world center. You can also control/command click and set the option to every item in the scene by selecting all if selecting them in the project window or world view is tedious. . Hope that helps. Lots of workflow tips like these and more on my tutorial DVD. ;-)
  8. Be nice if MDD didn't triangulate quads. New edges in geometry can cause problems with Zbrush displacement map rendering.
  9. MotionBuilder 7.5 OSX can import Morph with FBX exports from Maya. It would be great if I set up a character to have BlendShapes for facial animation in Maya, and EI can import the morphs directly into the Morph Target Window. Maybe it's not necessary to have the geometry for each target in serparate fact file but only store the variation in Vertex points? This would be a big time saver instead of setting up many morphs and may facilitate multi morphs for one slider for a curved interpolation instead of linear for blinking eyes.
  10. Great! Glad it's working! If you are planning to do more rigging, I have 2 best practice, downloadable DVDs available for $100. paypal: athreet@adelphia.net. Much Success.
  11. Great! Glad it's working! If you are planning to do more rigging, I have 2 best practice, downloadable DVDs available for $100. paypal: athreet@adelphia.net. Much Success.
  12. So this is a chain with one IK handle going through the whole length of the chain? Maybe skip the first and last few bones. It may be more stable. Then you can use the two end bones as controllers for animation. Or you can split the IK into two parts and animate the chain from the center and two ends. It should be very stable.
  13. There's no reason to have the green part included in the IK handle at all, as 3 bones, especially if it is to remains horizonal. Just make it a two bone and add a controller to the bottom of the green handle/top of the arm. Then you can add another IK handle to the green handle from the bottom to the tip of the green part. Lastly parent the second IK to the Control of the arm and it should stay horizontal. It should orient anyway you like while simultaniously pulling the arm. You can use constraints also. Hope that helps.
  14. Quick stunt WIP in MotionBuilder. I blended together two completely different rigs and very quick clean up. Mainly an exercise in workflow. Being able to take just about any rig from anywhere and add simulated stunts together. From here I can export it to most renderers as an FBX or MDD. This is an Endorphin simulation mixed with free mocap.
  15. Any best practice tips for smoothing across UV seams? I usually hid my seams but sometimes it can't be avoided. So is there a setting that may help in EIAS? Thanks. AVT
  16. Couple of technical notes I want to mention. As you can see from the first video I posted at the top of this thread, I decided to use nCloth in this last animation instead of Marvelous Designer. There's a few reasons for this. I just happened to be studying dynamics anyhow, and because of the "Time Shifting" I sometimes like to resimulate the cloth to the character new slowed motion. Still I like MarvyD the best but this was only two strips of cloth and not a full garment. So what was most important was the pinning of the cloth to the back of the character during large acrobatic movements. MD can do it too, it's just it was a bit more intuitive in a full 3D environment. Also, I can use other tools to correct the character and the cloth sim. The cons: I like to keep my model all Quads with Zbrush and Maya. I could import Quad and UVs into EIAS but the MDD plug only seems to output only Triangles . I would like to maintain Quads incase I want to SubDiv my character with Encage for Displacement Map Texturing. That's it. I didn't figure out how to use one MDD cache for the whole character but I only have two MDD files which were very small. Only 50 mb. One for the character and one for the cloth. I'm using Point Oven for Baking the MDD. Also, I study Alembic which is a very good, fast cache format which include the model and motion all in one for all object. All n All I remember calling Scot Pasko to give me EI Cloth back in 2000 when I lived in NYC. So I am very happy to see cloth solutions in EIAS.
  17. Exported my Zbrush character from Maya into EIAS. I used nCloth for the simulation, applied mocap in MotionBuilder, and corrected minor interpenetration in Maya. This was an MDD/vertex animation test. I didn't composite the render or fix floor contacts in EIAS. Quick to do but I'm only testing this for another project/character that has to be rendered in EIAS.
  18. Sorry for the delay. I got very busy with some other things. Then I started to focus on nCloth in Maya beside Marvelous Designer. I wanted to be able to control everything at one time. So if I retime the animation I can resimulate the cloth. Still I am going to take it all back into EIAS to render but was working with MotionBuilder for a while. I studied both Maya and Mobu so I can edit the mocap. I fixed a lot of interpenetration and jitters/pop in animation data. I'm hoping to set-up my Mocap system now that I can control my mocap better. I'm using MotionBuilder 7.5 on OSX and though it's discontinued and outdated, it's very powerful and funtional. I love it. I did some trigger animation but don't know Python yet. So I did a facial character animation and hair. I More EIAS post soon. ;-)
  19. Amazingly Beautiful work and render Diego. Quite and inspirations as well. I tried to find a nice space for my OptiTrack but never got it set up. So this year I am hoping to set it up in my house. If I have any problems, or questions about the C3D files, I will look you up. Again BRAVO! ;-)
  20. Cool stuff. Lots of work and great technology to make that happen. Congrats.
  21. The next time I update these two they will be in EIAS. I need to the MDD exports.
  22. I'm happy I have my PointOven plug in working with Maya. I can export my MDD again to EIAS. During the interim, I corrected MotionBuilder animation. first pass at correcting hands and head.
  23. I'm very happy to see another MarvDes user. Also, I really appreciate the post for Mocap. I was looking for some and couldn't find any. We should have a thread for free MD cloth and Mocap downloads. Thanks. https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture
  24. I dont use DAZ because I model in Zbrush as much as I can but I think Daz is a great app. I looked at it incase I need a fast geometry for rigging tutorials. I saw the model came in many parts as you mentioned. However, this is very quick fix since you have Zbrush. Just "weld" and it's perfect. I'm not sure if it will cause problem with the MDD export animation or rigging in DAZ. I purchased PointOven. I don't know if it works with DAZ but it can export multiple objest at one time. I just export to FBX from Maya then use PO MDD.
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