OverMorpher PoseSpace for 3ds Max

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anhungxadieu
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OverMorpher PoseSpace for 3ds Max

Post by anhungxadieu » 11 Mar 2016, 16:09

a muscle idea it's can be create in softimage? :-?
i think it absolute can and more nicer ... trying to find
http://www.pluginsfree.net/2016/03/over ... s-max.html

Bullit
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Re: OverMorpher PoseSpace for 3ds Max

Post by Bullit » 11 Mar 2016, 21:13

Clovis does nice things. He played with ICE while ago - check on his vimeo- and praised it.
Clovis Gay has released three new great Max plugins through Kinematic Lab: OverMorpher World Space, OverMorpher Mesh Space and OverMorpher Pose Space.

OverMorpher World Space gives you the freedom that even the best rig can’t. It allows you to sculpt your poses in animation at a specific time, and your corrective poses are blended on top of your mesh deformations. It can be applied on top of any mesh deformations like a skin modifier, a point cache, a cloth simulation, an alembic cache, etc. You can add cartoony deformations, like smear frames, squash&stretch, change the silhouette, correct a cloth simulation, and more. Visit Kinematic Lab for more information.

OverMorpher Mesh Space works like a morpher, but on top of an animated mesh. Each morph target follows the deformation of a reference vertex, so whatever the animation does before the modifier, the morph will always follow properly. It’s useful for adding and animating deformations that your rig can’t do, or add different morphologies to copies of the same animated mesh. Visit Kinematic Lab for more information.

OverMorpher Pose Space is designed for Pose Space Deformation. It is quite similar to SkinMorph, allowing for corrective poses driven by your rig, except the interpolation is more reliable. The SkinMorph modifier drives the poses depending on the angle between 2 bones, and because of the nature of rotations in 3D software in some cases the interpolation doesn’t work as expected. This plugin is based on what is called a Radial Basis Function, which solves the angle problem and opens new possibilities. Visit Kinematic Lab for more information.
http://cgpress.org/archives/kinematic-l ... s-max.html


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Mathaeus
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Re: OverMorpher PoseSpace for 3ds Max

Post by Mathaeus » 11 Mar 2016, 22:39

Well, getting the global angle between bones, which is from my understanding the subject of first and third OverMorpher, in Maya is matter of connecting nodes in Node Editor. Even Maya newbie like me will know that ;;) . In SI, if you don't want to deal with old 'Link Deform with Orientation' there's always a way to parent the null to one bone and do direction constraint to another bone (which is not exact product of dot product, but could fit even better to case) , then to read by expression from that. And SI and Maya are blazing fast in evaluating such stuff.
I mean, kind of shame that there is no global angle option in SkinMorph thing for Max. Also, while it seems he is using a smarter method than ordinary dot product, don't see some significant advantage. It's still about corrective shapes over envelope, one arbitrary method over another, or corrective shape to fix the previous corrective shape, so on and so on.

anhungxadieu
Posts: 175
Joined: 17 Apr 2014, 08:39
Skype: nguyenvuducthuy

Re: OverMorpher PoseSpace for 3ds Max

Post by anhungxadieu » 12 Mar 2016, 04:42

hi i want to open a new topic just only focus on muscle research please feel free to discuss :)
https://www.si-community.com/forum/v ... =24&t=6275