Getting good hand deformations

Hello,

I am animating some subD hands which just aren't deforming properly. I have tried repainting the weights many times and using influence objects but neither of them produces sufficiently correct results. I have made copies of the hands in key poses which i have then tweaked, but I haven't been able to figure out how to make blend shapes out of these so that they assist the deformations made by moving the joints. Does anyone know how to do this or have other ideas about getting good hand deformations? Thanks!

no matter what geometry in use, because if You have too less CVs to deform then You dont get desired shape.
perhaps Your case is different, so post some pics of wires and deformers You have.

Also how the vertices are distrubuted is of paramoint importance here. A well planned 100 vert modell may deform better than a badly designed 10000 poly modell.

use objects as influences to mantian volume

I've gotten very nice results using pose space deformation to sculpt the knuckles and flesh into shape.
-JP

QUOTE(japunto @ 09/01/05, 08:25 AM)
I've gotten very nice results using pose space deformation to sculpt the knuckles and flesh into shape.
-JP
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Just curious JP....what do you use for PSD? There is no native PSD in maya.

Thanks

Sheriff

Yes there is! Just move the verts after the fact and this makes a tweak. This dsiplacement is then placed in a tweak node thats down the line in histroy before any pose space transforms making it act like normal space movement. ITs just not a advertised all that much.

read the manual on .../ en_US/Deformers/pointtweakingobjects.html

And yes theres even way to do this in normal space. tough because the tweak is back in history then theres realy absolutely no need for normal space transforms.

But pease doent call it PSD its the native format of photoshop!

this feature has been there form maya 1, by the way

Hey joojah-

I was curious about your post..... I understand that point tweaking happens historically before skinning, However my curiosity lies in how to implement that. I have not tried forcing a tweak node to feed into a blendshape node that happens later in history, but it seems likely to break. Besides this tweak is just a reference to the intermediate object right? so why not tweak that object, and what do you use to drive it, rotations? they always end up having problems, espessially where it counts....ie shoulders and wrists.

Comets script would be total overkill if it were this easy..... please esplane how you use the tweak node.

Thanks alot

Sheriff

Maya automaticaly uses the nearest tweak node intead of the shape. And they arent renferennces they do actualy contain the data. Idea here is that you can actualy tweak the object as it is, offcourse the driections are not what you think becasue your working in history.

And yes this data is in the exact same format as blenshape (a b,lendshape is actualy justa acompound twek adder). So a tweak can be collapes into a blend thats just in fornt of it.

What i ususlay do is meka asmall animation form 0 to 100 for the bone aim working on (this is automated) Then i set the tweak node to 0 at the 0 end and 1 at the other then i tweak. I also adjust the anim curve so thet the trensofrmation is as i want (because it rerely is linear) i then use a script thet drops this curve as driven key n the rotation in the blenshape.for 2 ways rotatiing joints teh second rotation is usaly driven by the two reots multiplied together.

I used Michael Comet's pose space deformer. Here's the URL:
Comet-cartoons

The plugin has only been compiled for Windows on his site.
-JP