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BlendShape Combination System

Current Version: 1.3.2

Last Change: Oct 12, 2016

Attribute Combination System

Current Version: 1.07

Last Change: Mar 24, 2011

AnimUI

Current Version: 2.1.8

Last Change: Mar 30, 2011

:: News ::

Announcing the BCS

posted by danielpk on 04-02-2005 17:05

Well... it took a little longer than I originally thought, but the BCS is now close to finished. I guess this is typical for anyone's first c++ project after the "Hello World" phase. :)


So What is BCS?

For those of you who didn't already guess what BCS is, let me give you a short explanation:

BCS stands for BlendShape Combination System and is a system that allows you to deform geometry objects like with a blendShape node. It was specifically designed for high-end facial setups. There are some major improvements on the blendShape node:

  • With the BCS, you can place deformation knots (called dataPoints) anywhere in the n-dimensional weight space. In plain English, this means that you can have 30 to 60 sliders controlling 900+ blendShapes to get the full range of facial expressions and all needed combinations... :blink:
  • You can create real inbetweens with smooth transitions from one shape to the next.
  • The left and right part of a target can be created automatically, using editable falloffs.
  • The total deformation can be painted (similar to painting clusters).


Here's a screen shot of the UI. Click on the image to see all the sections expanded.




You're afraid of 900+ blendShapes?

You don't have to be. First, if you don't need the expressive range of Gollum's face, 100 to 200 might be all you need. :blink:

Now really, many of the combination shapes can be created in no time using the paintability of the bcs together with tweakMixing and some other tricks. Moreover, the work is almost halved since you don't need to worry about left and right sides. The nice mirroring tools and automatic left-right separation (with automatically created unilateral combinations :)) do most of this work.


When?

I hope to be ready to release a first version within the next two weeks. It will just contain the bcs program and a technical manual. Tutorials, examples, and the like will (hopefully) follow soon. Since I just have access to Maya 5 on winXP, I can't compile for all the other versions and platforms. Therefore, the source code will also be included.


Greetings,

Daniel

Two ACS Add-ons

posted by danielpk on 10-17-2004 14:15

Just a little update for the acs:

I've added two scripts for mirroring acs setups and doing sort of batch processing with data points. The two scripts are


In most cases, you need the data point tools for the mirroring too, since the joints often have reversed rotation axes. Both scripts have example scenes and tutorials which should get you started pretty fast.


Daniel



P.S.: The acs script has got an update in the scripting interface. This doesn't influence the work with the UI, it was just needed for the two add-ons.

ACS - Attribute Combination System

posted by danielpk on 07-21-2004 22:57

Hi all!

I have a new script for combination-sculpting. Well, almost. This script is for combining attributes, instead of blend shapes. It can be used for a great variety of situations. It's useful for hand rigs, facial rigs, as part of more complex setups, and many other things as well.



The cool thing is that you can use it for any numeric attribute in Maya. You have a very flexible in-between system (smooth interpolation :)), relative and absolute "targets" (they're called data points here), and a complete UI with six different marking menus for a faster workflow.

There are many other things to note, e.g. the scripting interface for writing custom add-ons, a complete and (very) extensive manual, and a tutorial with example scenes demonstrating a working setup.

It was originally thought to be a "tiny" part of a new facial setup which combines ideas and theories of combination-sculpting, FACS, and some of my own thoughts. Because it has grown into a full script, I thought I'd release it on its own.

This script took me more time than I ever thought any script could ever do. This is not just because of its size, more because of the increased migraine which let's me work only two to three days a week.

To keep this script platform-independent, I first created it without any API. When my current project is finished (which includes a complete rewrite of the combination-sculpting script), I might take the time and do an API node. This could really increase the speed of this setup.

I hope you will find it useful and get some cool stuff running with it. :D


Greetings,

Daniel

Several Script Updates

posted by danielpk on 07-21-2004 22:45

Here is a list with the new versions and a short note on what's changed.



Daniel

Well, I'm back...

posted by danielpk on 07-21-2004 22:20

Just a side note,

after a long pause, caused by health problems and an increase in the frequency of the migraine attacks, I'm now going to do little updates :), again.


Best Regards,

Daniel


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