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Posted: Mon Jun 02, 2008 6:12 am
by synthsin75
Image

No update yet, but I thought I'd spruce up this thread with a gif. :roll: :wink:

I haven't been able to get the eyelids to work right yet. I think I'll need to create an eyeball with eyelids object and place them in face holes.

Posted: Mon Jun 02, 2008 11:46 am
by Genete
:shock: :shock: :shock: :shock: :shock:

I cannot imagine if I open that file with my poor computer ;)
Those shadows looks quite good!

-G

Posted: Thu Jun 05, 2008 5:50 am
by synthsin75
Well, for the moment I've stalled against the performance issues of auto-sort. It seems it can only reasonably handle so many shapes. Is there any way to bind layers to the 3Drig that only utilize the z-depth of the binding pt bone?

I'm thinking I could use fa_meshinstance for the x/y plane motion and the 3Drig for the layer z-depth. If I can get it to work, it'll reduce the workload of the auto-sort script. I'll only need to use it for fine detail like facial features.

I tried to parent and extra bone between the pt bone and the layer, but that doesn't seem to work.

Posted: Thu Jun 05, 2008 6:04 am
by heyvern
I'm not sure the mesh instance script would work. I think it is based on actual keys of the points. Since there are no keys using Genetes script... nothing to "instance".

I could be wrong of course.

-vern

Posted: Thu Jun 05, 2008 10:03 pm
by synthsin75
Meshinstance works from bone moved points too, so it should work. :wink:

Posted: Thu Jun 05, 2008 10:06 pm
by Genete
synthsin75, as far as I know meshinstance duplicates the point motion channel. There is no point motion with the 3D rig! each point is driven by a bone so there is not point motion at all!! :D

Posted: Thu Jun 05, 2008 10:28 pm
by synthsin75
Okay, here is the proof. :wink:

http://www.mediafire.com/?tym00aydjxv

I think meshinstance just works based on the global point coordinates. Anyway, here's a quick example. It probably doesn't instance z-depth motion, but I'm not looking to utilize that. :wink:

Posted: Fri Jun 06, 2008 6:01 am
by Genete
I think meshinstance just works based on the global point coordinates.
Aha! fazek's scripts surprise me every day! He is a genius!

-G

Posted: Fri Jun 06, 2008 9:34 am
by heyvern
Yes!

It's coming back now. I remember that there is more than one way to move a point. There are different ways to find the "real" motion of a point in the scripting interface. I have encountered this "problem" before where the points move when I don't want them to or they don't move when I think they should. (my favorite problem was getting caught in a loop and the point keeps going until it disappears off the screen ;) ).

I think it has to do somehow with animated position versus position or something like that.

Glad this works. It could be very helpful with this shading thing.

-vern

Posted: Fri Jun 06, 2008 12:28 pm
by synthsin75
Glad this works. It could be very helpful with this shading thing.
Well, I still haven't figured out how to utilize the 3Drig z-depth without having the bound layer's instanced motion being added to the layer motion. As it stands, these bits would just move right off the face.

:roll: :wink: