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About Me Deviant Member Tommaso SanguigniMale/Italy Recent Activity
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This is a demo of one of my latest tools. It is inspired to the Michael Comet's pose space deformer plugin, but with a substantial difference: no extra plugin is needed.
The pose space deformation is realized by creating a corrective blendshape target driven by a node network.
Here is how it works:
- Select your mesh in the binding pose. The tool will store the character pose as base pose;
- Put your character in a problematic pose and press 'Start sculpting'. A proxy mesh (the green one) is generated and lets you correct the mesh geometry to the desired shape. Once finished hit 'Finalize scuplting';
- The next phase is connecting the corrective shape to your pose. You can choose between 3 different ways: (Attribute) Expression, (Attribute) Node network, (Joint) Radial distance.
The first two work basically in the same way, except the first is a combination of an expression and a node network, while the second one is fully network based. Each attribute determining the pose
is considered as a coordinate in a hyperspace. The blendtarget weight is the result of the normalized projection of the current pose vector on the "target pose – base pose" vector.
The third way, instead working on the single attributes, it works on influence basis. The blendshape weight is the result of a combination of the radial distance between the base pose and the target pose for each influence determining the pose.
- You can choose wich attributes/influences determine the pose on the Attribute list tab. The tool automatically proposes the influences that changed their coordinates from the base pose to the current pose.
- There is an option for pruning the blendshape weights (You can see the auto pruned target maps in the video): very useful if you end up creating tons of corrective shapes and you don't want to loose performance;
- From the mirror frame, you can enable/disable the creation of the mirror blendshape;
- Finally, to connect the blendshape and its mirror, just click on "Create corrective blendshape".
- Once finished, you can tweak the weights of your targets along the deformation by editing the ramp shaders driving them.
Future developments:
- High res sculpting for displacement map generation and driving.


Youtube: [link]

Vimeo: [link]



Thanks for watching
Tommaso

deviantID

~tommaso-sanguigni
Tommaso Sanguigni
Italy
Current Residence: Vancouver, Canada

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:iconsketchmyetch:
~SketchMyEtch Aug 26, 2011  Student Digital Artist
Awesome work :) can't wait to learn more and be able to model like you !
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:icongegart:
You'r one of the best 3D-artist ever, man! Great video of car and T-Rex rigging

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:icon2753productions:
=2753Productions Mar 8, 2010  Professional Digital Artist
Very welcome for the feature Thomas - your art deserves it as well as your talent :D

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:iconmkxx:
bello un altro italiano!!!!
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:icontommaso-sanguigni:
;-)

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www.tommasosanguigni.it
Dart contest entry: [link]
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:iconfilippo92:
~FiLiPpO92 Feb 21, 2010  Hobbyist Digital Artist
ciao!non sapevo fossi anche su deviantart!grandissimi lavori!
cmq sono un membro di c4dzone

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Vasco Rossi è unico
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:icontommaso-sanguigni:
hei ciao Filippo! Eh si qui bisogna autopromuoversi il pių possibile ;)
Ogni tanto faccio un salto sul forum e leggo spesso il tuo nome. Grazie per i complimenti, anche i tuoi lavori sono bellissimi. Soprattutto le auto e i render fotorealistici.. io ho molta pazienza nel fare i rig, ma non cosė tanta nella modellazione..

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www.tommasosanguigni.it
Dart contest entry: [link]
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:iconfilippo92:
~FiLiPpO92 Feb 21, 2010  Hobbyist Digital Artist
sisi,hai proprio ragione riguardo all autopromozione,ho letto sul profilo di un utente di deviantart che i suoi orologi in 3d,sono stati presi come modelli,e sono stati creati realmente,cio significa che qualcuno di nascosto segue i lavori che facciamo e questo vuol dire tanto!comunque ti ringrazio per i complimenti e ricambio,perche il rigging non e una cosa molto facile ;) vabbe,ci sentiamo,ciao!!

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