tag:blogger.com,1999:blog-3269636004740581152.comments2023-05-14T16:14:28.661+02:00Maulik's Technical Art BlogUnknownnoreply@blogger.comBlogger125125tag:blogger.com,1999:blog-3269636004740581152.post-69723019287685954412022-01-16T07:53:10.654+01:002022-01-16T07:53:10.654+01:00sure over 2.5 prediction site 카지노 카지노 ...sure over 2.5 prediction site 카지노 <a href="https://ridercasino.com/" rel="nofollow">카지노</a> 메리트카지노총판 <a href="https://xn--o80b910a26eepc81il5g.online/merit-casino/" rel="nofollow">메리트카지노총판</a> sbobet ทางเข้า <a href="https://thauberbet.com/sbobet/" rel="nofollow">sbobet ทางเข้า</a> 467Big Odds Soccer Prediction: Win Big BetAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-5010481661754775142019-06-17T17:02:28.986+02:002019-06-17T17:02:28.986+02:00Any update on the same?Any update on the same?Anonymoushttps://www.blogger.com/profile/09980977859029463414noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-83619857021432545992017-10-29T20:12:20.898+01:002017-10-29T20:12:20.898+01:00Hello Sir,
I am facing problem creating an animate...Hello Sir,<br />I am facing problem creating an animateable pivot, whenever i try and translate the pivot the object starts sliding in the worldspace can you suggest a solution for that <br /><br />Thank You.Anonymoushttps://www.blogger.com/profile/07999343183191458237noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-56108327291268408072016-01-20T09:43:50.746+01:002016-01-20T09:43:50.746+01:00I really would like a detail video on how to get t...I really would like a detail video on how to get this done step by step .Anonymoushttps://www.blogger.com/profile/02799254878382549622noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-82682087197786019792014-06-12T14:05:40.677+02:002014-06-12T14:05:40.677+02:00Hey there, awesome materials on matrices, i didn&#...Hey there, awesome materials on matrices, i didn't manage to recreate the network though, according to your equation, i'm definately missing something. Would you mind giving a few more hints on how you achieved it, thx.cedricohttps://www.blogger.com/profile/09591073361758085440noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-76027982544258449742014-04-24T09:05:07.446+02:002014-04-24T09:05:07.446+02:00It took me some time to figure out how to build an...It took me some time to figure out how to build animatable offsets in Maya. I did build such a system but never got around to post about it.maulik13https://www.blogger.com/profile/01516378468606581144noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-12668008760796972442014-04-21T15:56:02.894+02:002014-04-21T15:56:02.894+02:00This something that's plagued me for a while.....This something that's plagued me for a while....I can't wait to see part 3!!!Ben Singletonhttps://www.blogger.com/profile/17629869071780204303noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-851836595568484672014-02-26T18:32:52.492+01:002014-02-26T18:32:52.492+01:00I did find it but never got around to post it sinc...I did find it but never got around to post it since I moved on to other things :)maulik13https://www.blogger.com/profile/01516378468606581144noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-78088385344546223672014-02-14T20:38:11.744+01:002014-02-14T20:38:11.744+01:00Hey, amazing solution for the animatable pivot, th...Hey, amazing solution for the animatable pivot, this is the one I've liked the most. Thanks for sharing it:)<br /><br />Did you ever find a way to solve the offsetting issue?<br /><br />Thanks again:)ChrizzFTDhttps://www.blogger.com/profile/00295243683327911186noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-232625938380664752012-10-03T21:34:39.878+02:002012-10-03T21:34:39.878+02:00This is pretty much the process i did when i work...This is pretty much the process i did when i work in the uk. Basically we'd get a mesh from the modelers that i'd fit a skeleton to. Not anatomically mind but with a sense of deformation (basically through the center of the masses - legs, arms etc; i made some simple tools and there's lots of math to do this automatically now) It would then go back to the modeler who actually skinning the mesh (which is really nice as there part of the whole process) - there would then be a back and forth refining the placement of the joints, and once this (and skinning) was finalized we'd do a snapshot of the mesh, build the rig, split the snapshot into parts and parent it to the rig. <br /><br />Works really well.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-11039125188805509702012-07-08T11:39:46.286+02:002012-07-08T11:39:46.286+02:00Thanks Mark. It's funny I also thought about R...Thanks Mark. It's funny I also thought about Rubik's cube for a demo. GroupConstraint would work for that problem, but I didn't see the bi-directionality in that example. To me it's just dynamic space switching with some rules. <br /><br />About releasing, I have it in my mind but I would really like to polish it and do beta testing before releasing it. Once my demo reel is done, I am planning to do that.maulik13https://www.blogger.com/profile/01516378468606581144noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-40489562077767253442012-07-08T09:49:13.620+02:002012-07-08T09:49:13.620+02:00Hey Maulik,
that looks great! It would be really ...Hey Maulik,<br /><br />that looks great! It would be really cool if you released it. A good demo for it would be animating a rubik's cube!Markhttps://www.blogger.com/profile/01522221375515470079noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-4764138645352779942012-06-28T09:32:18.305+02:002012-06-28T09:32:18.305+02:00Thanks JS :)
I think the difficult part was to upd...Thanks JS :)<br />I think the difficult part was to update all offset related info when the nodes are keyed so that there is no pop at the switching frames. I have a generic animation callback that checks if keying something affects my current node, and if it does I recalculate the values for offsets. Keying driver turned out to be easier than I thought.maulik13https://www.blogger.com/profile/01516378468606581144noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-89800702199259661432012-06-28T03:42:23.628+02:002012-06-28T03:42:23.628+02:00Cool stuff ! Glad u finished it. :) I am curious h...Cool stuff ! Glad u finished it. :) I am curious how u are handling animation changes. I find that is the toughest to resolve in such a system.JS Neohttps://www.blogger.com/profile/16807437648945569717noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-35427411659773881542012-06-25T12:52:02.978+02:002012-06-25T12:52:02.978+02:00Thanks for the comments guys!
@Toke
It's a si...Thanks for the comments guys!<br /><br />@Toke<br />It's a single custom node that does all the work, however I might split it later if I need to reuse some parts of it. I have thought of releasing it, but since it's not tested thoroughly I will see how it goes. <br /><br />@Cedric<br />Yes, callback system is still being used for taking care of updating offsets. This will allow the compute to be faster when user scrubs the timeline or do the batch rendering I believe.maulik13https://www.blogger.com/profile/01516378468606581144noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-9880967812307199882012-06-25T09:47:29.335+02:002012-06-25T09:47:29.335+02:00Very impressive! nice work,
Whats going on with t...Very impressive! nice work,<br /><br />Whats going on with the rotation on the last switch - looks like your getting gimbal? Im still getting the hang of maya, i'll have to try and convert mine to Maya some day!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-30085469658548334362012-06-25T09:44:47.388+02:002012-06-25T09:44:47.388+02:00Good job maulik, Do you still use callback to tame...Good job maulik, Do you still use callback to tame keyframe value change on your object?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-77253866673451689822012-06-24T22:49:31.964+02:002012-06-24T22:49:31.964+02:00that looks cool. is there a complex node tree when...that looks cool. is there a complex node tree when creating the group constraint?<br />also are you intending on releasing this to the public?Toke Jepsenhttps://www.blogger.com/profile/05707028977074368032noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-45588586112173006802012-06-11T20:47:45.179+02:002012-06-11T20:47:45.179+02:00You are right in your guess:
I reconstruct the sw...You are right in your guess:<br /><br />I reconstruct the switch history until I found the current time range: you only need to compute an offset at the switching frame number then for the rest of time range( between stepped parent index animation ) this offset is valid. didnt test out on full blown production rig the impact on performance( with 50 switch key on 600 frame i have no real slowdown at this time, ( I start with the first key time value and request the plug matrix for the old and new parent and simply update an internal offset attribute )Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-55061809667307617212012-06-11T19:56:49.559+02:002012-06-11T19:56:49.559+02:00So you calculate offsets at switching point during...So you calculate offsets at switching point during compute method I guess. how do you randomly jump between frames and calculate the correct final output? Do you have to go back only one time offset or multiple frames in history?<br />With the callbacks my aim was to make compute as minimal as possible so that when animators scrub the timeline they get the best speed. <br /><br />Actually I found a better way to stop the pop effect, but I will add that later as I am very close to finish in my current implementation. <br /><br />Looking forward to your post.maulik13https://www.blogger.com/profile/01516378468606581144noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-71627581115657480772012-06-11T19:38:16.050+02:002012-06-11T19:38:16.050+02:00Hello Maulik: thanks, I was trying a plain a simpl...Hello Maulik: thanks, I was trying a plain a simple space switch but in the end, I remove the driven object out of the equation: what is important is to drive an offset group and I just finished another python node to do that: i am eager to publish an article on my blog to talk about it. it does offset computation on live manipulation, read animCurve valueetc you can edit value before after, offset key, jump back and forth the time line' the most diffuclt situation ) manipulate driver in the viewport... the full monthy ( I hope so , I might use your brain and charles one too to see If my solution cover all ground ).<br /><br />I my case I didnt need any animation callbacks plug with offset timed dgcontext did the trick for me( ok a dirty solution but it works and is stable ).Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-59021975850089814142012-06-10T15:01:39.158+02:002012-06-10T15:01:39.158+02:00Hi Cedric,
Didn't get a chance to try you plu...Hi Cedric,<br /><br />Didn't get a chance to try you plug-in but I went through your code. It's a different approach than what GroupConstraint does. What I was thinking was that you have all the offsets initial values ready for you to compute on a given frame. So in the compute method you query the current driver and also get the necessary offsets ready to compute the constraint output. So updating necessary attributes for calculating final output is done in keying events or switching events. I will try your plug-in, you are very quick to whip up an example!maulik13https://www.blogger.com/profile/01516378468606581144noreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-48278448079066378642012-05-31T10:31:27.158+02:002012-05-31T10:31:27.158+02:00Hello Maulik,
Just for fun I have draft a spaceswi...Hello Maulik,<br />Just for fun I have draft a spaceswitcher node in python: <a href="http://circecharacterworks.files.wordpress.com/2012/05/spaceswitcher.doc" rel="nofollow">rename spaceswitcher.doc to spaceswitcher.zip</a><br /><br />Simple node that drives the parent of a transform node with the an offset computed when we change a driver index. It is funny to see that the rotate/translate value of this transform node don't trigger a cyclic error when we drive its parent transform. At this time it is pretty much broken( the offset method is not good--> i think it needs some more matrix multiplication in order to reconstruct the worldmatrix of our driven object and than converting it in the space of the current driver )Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-58727728573411344252012-05-24T13:31:21.822+02:002012-05-24T13:31:21.822+02:00Sweet, I will give a try myself just to see if it ...Sweet, I will give a try myself just to see if it can be done with only custom spaceswitch node that output a matrix or a translate/rotate attributeAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-3269636004740581152.post-65115129737354211732012-05-24T12:29:33.470+02:002012-05-24T12:29:33.470+02:00Hi Cedric,
Yes, the driver is animated by using a...Hi Cedric,<br /><br />Yes, the driver is animated by using an enum attribtue. This gives stepped as default curve type. This enum attribute can be added to any node. Later I plan to write a command for this node if time permits, which will allow to quickly configure the node. I am currently using MDGContext to query plugs at different time when offset needs to be updated.<br /><br />I think I have figured out the final issue, need to implement in code and test it.maulik13https://www.blogger.com/profile/01516378468606581144noreply@blogger.com