FBX: Import: cRegions 'color
by Rex · in Artist Corner · 06/24/2008 (5:59 am) · 1 replies
The 9.5.146 build of HD now has the capture regions[cRegions] assigned a random color when importing FBX format skinned meshes. I'm downloading this today to look at the new feature. It will perhaps eliminate a process in working the Imports.
The FBX imports contain a File node--Capture node--CapureOverride node--Deform node. The CaptureOverride node is a new addition to FBX import and I prefer to adjust my weights with a CaptureLayerPaint node; as this allows for 3D view port interactive weighting based upon radius of the brush and the opacity of the weight. Perhaps the CaptureOverride node is easier to use, I've not worked it much yet, and find the CaptureLayerPaint node a very user friendly tool.
When 'painting' weights with the CaptureLayerPaint node, each cregion of influence is given a shader color of some sort to visualize the region's area, which makes it easy to see the boundaries and where some influence is perhaps needed. Before, with FBX import, ALL these capture regions were assigned the same default color: green. This necessitated entering the network and manually adjusting each Null object or doing so with a script to allow easy visualization. I have not been successful with scripting yet; as I've not really delved into that aspect of the program, and it is a VERY in depth and powerful component of the schema. By posting at SideFX site, you are able to directly engage the Developers and they immediately evaluate the requests, write code and modify the program; issuing another build. This type of interaction and response is pretty amazing....I received both a 'scripted' solution and the entire program schema will change based upon this observation.
I, myself, delete the Override node and insert a CaptureLayerPaint node instead. I then use the Smoothe feature to give more influence to pinchy areas...
The FBX imports contain a File node--Capture node--CapureOverride node--Deform node. The CaptureOverride node is a new addition to FBX import and I prefer to adjust my weights with a CaptureLayerPaint node; as this allows for 3D view port interactive weighting based upon radius of the brush and the opacity of the weight. Perhaps the CaptureOverride node is easier to use, I've not worked it much yet, and find the CaptureLayerPaint node a very user friendly tool.
When 'painting' weights with the CaptureLayerPaint node, each cregion of influence is given a shader color of some sort to visualize the region's area, which makes it easy to see the boundaries and where some influence is perhaps needed. Before, with FBX import, ALL these capture regions were assigned the same default color: green. This necessitated entering the network and manually adjusting each Null object or doing so with a script to allow easy visualization. I have not been successful with scripting yet; as I've not really delved into that aspect of the program, and it is a VERY in depth and powerful component of the schema. By posting at SideFX site, you are able to directly engage the Developers and they immediately evaluate the requests, write code and modify the program; issuing another build. This type of interaction and response is pretty amazing....I received both a 'scripted' solution and the entire program schema will change based upon this observation.
I, myself, delete the Override node and insert a CaptureLayerPaint node instead. I then use the Smoothe feature to give more influence to pinchy areas...
About the author
Rex does all his 3D graphics through BrokeAssGames and is currently working on DSQTweaker, Ecstasy Motion, and other interesting projects yet to be revealed. Just ask him about anything DTS/DSQ related, he's happy to help.
edward
In terms of workflow, the CaptureLayerPaint is meant as the tool to give you higher-level manipulation of capture weights while the Edit Capture Weights tool (aka CaptureOverride) is meant to be used afterwards for precise fine tuning.
Another feature you might want to check out with the CaptureLayerPaint is that it can be layered, where each node is a "layer" (photoshop term). You can chain them along to "composite" the weights (where the final results are in the last node of the chain). Alternatively, you can spread them out horizontally (ie. many CaptureLayerPaint nodes sharing the same parent), and then explicitly composite them using the AttribComposite node. This basically gives you a way to organize your painting if you so choose.
(lowercase) edward