Rigging, capturing an open mesh
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- anon_user_37409885
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Just wondering if when you are capturing geometry that it should always work on an open mesh? Are there any limitations to be aware of?
Looking inside the ‘bonecapturebiharmonic1_solidembed1’ it looks like it's meant to close a geo with ‘create closed solid representation’ but have had it fail last week.
Thx!
Looking inside the ‘bonecapturebiharmonic1_solidembed1’ it looks like it's meant to close a geo with ‘create closed solid representation’ but have had it fail last week.
Thx!
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- friedasparagus
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- anon_user_37409885
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- friedasparagus
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Here's an initial capture setup, super rough and rubbish, but even with this simple two bone setup you can get an initial solution. Two important settings that I changed from default are firstly, check ‘Use Bone Link’ on the bone capture lines SOP, if you turn this off then the SOP generates lines based on the central section of the capture region, which in this case isn't long enough (by default) to penetrate the tet mesh created by the solid embed, which is what the biharmonic capture relies on to transfer the capture attributes. I also unchecked ‘Enlarge to Cover Input Mesh’ which just means there's less intersection between upper and lower lips. This stage is arguably not very useful because we are still left with the need to do some heavy weight painting to get a working thing going.
Obviously this joint setup is far from ideal and you may be able to get a better initial result by improving that, but I'd be (happily) surprised if you managed to get a setup going on rigging lips that didn't require some painting.
Hope that's somehow helpful,
Henry
Obviously this joint setup is far from ideal and you may be able to get a better initial result by improving that, but I'd be (happily) surprised if you managed to get a setup going on rigging lips that didn't require some painting.
Hope that's somehow helpful,
Henry
Henry Dean
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- anon_user_37409885
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- anon_user_37409885
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- dedeks2999
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Hy aRtey,
your radius brush seems too big.
Some tips if you want :
-If you want to paint only a certain region , use the group entry(avoid smooth as it's unpredictable).
(visibility node work well too).
-Turn off “orient brush to surface” option (in the stroke tab).
-Begin to paint your mesh with opacity set to 1 (big contrast) and refine with lower values.
PS : did ‘0.001 == 0’ ???
your radius brush seems too big.
Some tips if you want :
-If you want to paint only a certain region , use the group entry(avoid smooth as it's unpredictable).
(visibility node work well too).
-Turn off “orient brush to surface” option (in the stroke tab).
-Begin to paint your mesh with opacity set to 1 (big contrast) and refine with lower values.
PS : did ‘0.001 == 0’ ???
— dedeks 3000 —
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- ajz3d
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I never had luck capturing a non-watertight geometry with biharmonics. The weights were always wrong, especially when the geometry was packed close together.
What I usually do is to separate my asset into parts that can be captured with different weighting algorithms.
Biharmonic likes watertight shapes, so I take any PrimGroup which shapes can be closed with a PolyFill SOP, close them and feed them to a SolidEmbed SOP. (I then feed a nonclosed geo to capture SOP).
Anything else, like single-sided leaves of a plant sort of things, I separate into a different pipe. I delete any PrimGroup that doesn't match the rule.
Then, I capture weights for PolyFilled geo with biharmonics and one-sided geo with proximity or regions, and Merge SOP those guys together before Deforming them.
This saves a lot of weight painting you would otherwise need to do.
What I usually do is to separate my asset into parts that can be captured with different weighting algorithms.
Biharmonic likes watertight shapes, so I take any PrimGroup which shapes can be closed with a PolyFill SOP, close them and feed them to a SolidEmbed SOP. (I then feed a nonclosed geo to capture SOP).
Anything else, like single-sided leaves of a plant sort of things, I separate into a different pipe. I delete any PrimGroup that doesn't match the rule.
Then, I capture weights for PolyFilled geo with biharmonics and one-sided geo with proximity or regions, and Merge SOP those guys together before Deforming them.
This saves a lot of weight painting you would otherwise need to do.
Edited by ajz3d - June 4, 2017 22:09:48
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- anon_user_37409885
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