Softimage Garage

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Floating Face RigAuthor: FXDude
Floating Face Rig is exactly what it's named - a face rig which operates independently of any character so it can be moved between characters as easily as a volume deformer widget. It uses the concept of PointMagnets - ICE deformers that do something that could be described as a 'local volumetric blend shape' (FXDude plans to release PointMagnets as a separate plugin later).

Be sure to visit the si-community thread - FXDude offers his support to help integrate the floating face rig there.

local backup:FloatingFaceRig-1.0.zip
CookieCutterAuthor: FXDude
FXDude's latest release, a subdivision surface modeling helper: Can cut a target mesh by Scene Object outline, or by Curve Input, while fully supporting getting Sub-D-ed, and outputs a very optimized mesh that remains very managable (without tons of extra subdivs at intersections).

Edge loops are always continuous and easily selectable for post local editing, or to make things like borders. Initially started with Pooby's recent "CutRaycast" method, which was in response to a request from McAxe. Circularize? eat your heart out :)


local backup:CookieCutter-1.0.zip

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FXDude
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Softimage Garage

Post by FXDude » 24 Aug 2017, 13:23

Hi, :ymcowboy:

I'll be using this thread to post a number of things,
or whatever comes out of the lab at any given (probably sparse) moments.


As a first item, here is a PointMagnet and FloatingFaceRig making-of/demo clip

     FloatingFaceRig.mp4
     

... and link to the FloatingFaceRig (2015) scene,

     FloatingFaceRig-1.0.zip


Which you can use to easily transfer to your own character, and use provided poses,
or make your own poses from scratch.
( instructions are in the scene )

Note that there is an onScreen "Remote Map" with selection and visibility shortcuts
that depends on the "_ObjSelectEvent" plugin which is included in the root of the zipped file.
(modified version of Ahmidou Lyazidi's plugin)


The fully featured PointMagnet (for modeling)
with Topo Flow Editing and Slide on Surface will be for a little later,
because anything else than the PointMagnets in FloatingFaceRig needed to operate
has been stripped-out for best performance with numerous live deformers.


This (free) plugin or scene or whatever, also comes with (free) support here :)

Or if any bumps on the road when loading, or when doing different things, ....
feel free to let me know for prompt fixing!

Cheers!
Last edited by FXDude on 12 Sep 2017, 09:03, edited 2 times in total.

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sirdavid32
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Re: Softimage Garage

Post by sirdavid32 » 25 Aug 2017, 02:29

Thank you for sharing!! This is outstanding!

kissb
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Re: Softimage Garage

Post by kissb » 25 Aug 2017, 16:45

thanks a lot! I was about to dive into similar things myself, but I guess you just provided me a shortcut :)

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FXDude
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Re: Softimage Garage

Post by FXDude » 25 Aug 2017, 19:25

No prob, feels good to give some back. :)


Also to flag that the linked scene has been updated, ::

- fixed a misplaced handle icon
and an on-screen button that didnt appear for the jaw.

- also added some notes about muting the deformers before baking.

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FXDude
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Re: Softimage Garage

Post by FXDude » 11 Sep 2017, 17:21

Hi, for FloatingFaceRig, I updated the zip with an ObjSelectEvent addon that installs in the right "plugins" subfolder.

If you already downloaded the scene, here is the addon by itself
      _objSelectEvent.xsiaddon


On a side note, it's not recent that some sort of facial autorig has been requested, with very few solutions to date in that regard,
and requests are very much still going on.
Ideally, one would be in the works already – there's obvious demand for it and we intended to add one from the very start.

Coming Up Next | Forums | SideFX
I'd love to see the following improvements that would speed things up a lot:

* An auto-facial rig / auto-muscle rig to go with HumanIK
* Something like Faceware or Facerig to easily get realistic facial animation
* An auto-rig for entities that are not bipeds.

CGTalk - Maya Design team needs your input
It wasn't even the first intent, first intent was PointMagnet, and FFRig was a spinoff when going "humm.." after trying it on a character :P

So as for so many things before, you saw it in XSI first :)

 
Last edited by FXDude on 11 Sep 2017, 18:15, edited 1 time in total.

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FXDude
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Re: Softimage Garage

Post by FXDude » 11 Sep 2017, 17:53

 
Hi!

Introducing (item no. 2)
    CookieCutter-1.0.mp4

    

Can cut a target mesh by Scene Object outline, or by Curve Input,
while fully supporting getting Sub-D-ed,
and outputs a very optimized mesh that remains very managable.
(without tons of extra subdivs at intersections)

Edge loops are always continuous and easily selectable for post local editing,
or to make things like borders.

Initially started with Pooby's recent "CutRaycast" method, which was in response to a request from McAxe.

Circularize? eat your heart out :)

__________________________
A few required addons are in the zipped database root including the CookieCutter-1.0 addon,
from which you can install any you may not already have installed.

Once installed, you can apply a CookieCutter by doing ::
ModelToolbar --> Create --> Poly. Mesh --> Get CookieCutter,

then dropping the desired target mesh in CC-Op's Ice tree, putting the CC-Op hierarchy under the mesh, and tweaking from there.

(instructions and docs are in the scene)
CookieCutter-1.0.zip

Cheers!

 

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myara
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Re: Softimage Garage

Post by myara » 11 Sep 2017, 19:14

Awesome !
M.Yara
Character Modeler | Softimage Generalist (sort of)

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rray
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Re: Softimage Garage

Post by rray » 11 Sep 2017, 19:44

How did I miss this thread? Must have been busy with something :-B

It looks like fun, very innovative, and resulted in some very fresh new tools :-BD . Thanks for sharing too!
Softimage Resources section (formerly known as rray.de/xsi) updated Oct 01 2017

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FXDude
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Re: Softimage Garage

Post by FXDude » 12 Sep 2017, 06:39

myara wrote:
11 Sep 2017, 19:14
Awesome !
thanks! ;;)
rray wrote:
11 Sep 2017, 19:44
How did I miss this thread? Must have been busy with something :-B

It looks like fun, very innovative, and resulted in some very fresh new tools :-BD . Thanks for sharing too!
No prob, and you must have been busy updating a certain website :p

julca
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Re: Softimage Garage

Post by julca » 12 Sep 2017, 10:13

That's look like very powerfull and result in clean mesh !
Well Done ! And thank you for sharing ! :-bd

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Rez007
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Re: Softimage Garage

Post by Rez007 » 19 Sep 2017, 20:55

Thank you for sharing and VERY impressive work! :-bd

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FXDude
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Re: Softimage Garage

Post by FXDude » 20 Sep 2017, 00:22

No prob!
and if you try it, feel free to let me know if any issues !

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druitre
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Re: Softimage Garage

Post by druitre » 29 Oct 2017, 00:41

Wow Dude, I managed to miss this too. Outstanding!! (But, wait up, isn't this for this already three years end of line, outdated, what's it called, never heard of, sort of similar to maya, software? You can do 3D with it? But it was crap so AD stopped development wasn't it?)

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FXDude
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Re: Softimage Garage

Post by FXDude » 30 Oct 2017, 01:20

Lol! thanks :)

& ya "sort-of" similar to Maya :-j

& more coming soon!

Toonafish
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Re: Softimage Garage

Post by Toonafish » 02 Nov 2017, 13:51

wow, very impressive ! Thanks a lot Dude.

kissb
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Re: Softimage Garage

Post by kissb » 08 Nov 2017, 20:09

^:)^

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