CompuServe Thread

#SKIN – body with legs?

39 messages in this thread
#119673From: Forcade & AssociatesAug 22, 1994 2:02 PM
Gary, I'm a little confused about the procedure to create branched forms such as legs using SKIN. Is this possible or can SKIN only work with topological cylinders and not forks? Thanks, Terry Gilbert Forcade & Associates
#119711From: Yost GroupAug 22, 1994 4:20 PM
Although skin.axp doesn't skin forking branches, there are certainly many things you can do with texture maps, etc that'll mitigate the forking spot. – G
#119724From: ROBERT RITGERAug 22, 1994 5:30 PM
Gary: /__________From your message___________\\ that'll mitigate the forking spot. __________________________________________ C'mon Gary watch your language, this is a family forum. <GGGGG> Bob
#119766From: Tim c BrananAug 22, 1994 9:59 PM
Will the R4 skin routines be able to cover a situation such as this? I have read all the stuff posted on-line, but I am still a little fuzzy on some of it. Just how different from skin.axp on disk #6 is it going to be? What can it do differently? I assume since you made the announcement you can talk about these types of things.
#119837From: Yost GroupAug 23, 1994 10:30 AM
R4 comes with a Bezier patch modeler, which is plenty different than a skinning routine. For more info about r4, check out r4feat.text in the 3DS DL. – G
#119912From: Tim c BrananAug 23, 1994 8:22 PM
I've read all the stuff in the libraries abour R4. I wanted some new information. Can you give a quick example of how the new bezier patch modeler could be used to create something? Or anyone else who can explain this, actually. I think I know how it is supposed to work, but I am fuzzy, and need more enlightenment.
#119933From: Yost GroupAug 23, 1994 9:56 PM
I think I'll leave that description to either Jonas, Nik, Brian, Phil or one of the other Autodesk folks. – G
#120006From: David RhotenAug 24, 1994 10:48 AM
If you want someone to give you the low-down on bezier-spline patches in general, I'd recommend asking M. G. BATCHELOR 71532,1214 — he seems to know quite a bit about stuff like that (you'll remember he wrote the tips section at the end of the SKIN readme). Dave
#120038From: M. G. BATCHELORAug 24, 1994 12:29 PM
<< If you want someone to give you the low-down on bezier-spline patches in general, I'd recommend asking M. G. BATCHELOR >> Gee, thanks David…but I didn't go to SIGGRAPH & haven't seen the Plug-In. I really shouldn't say anything then, ….. but simply referring to the PR: 1) Sounds like you begin with a planar or cylindrical Bezier patch mesh. 2) Controls are provided to manipulate CV's individually or in sets, including the ability to locally deform the patches. Good local control of deformations would allow more automated/powerful manipulations of CV's than 3DS currently provides in the Editor with vertices. For example, set 2 points to anchor the patch at 2 sides, and set another to pull out from the center – stuff like that….may use Bezier handles to accomplish this with CV sets, I don't know. 3) Sounds like you can snap patch CV's to Polymesh vertices….if so, you could "drape" a mesh to conform to an existing object (manually), or sort of "shrink wrap" a patch around an object. 4) Sounds like the patches are "intelligent", in that their edge resolution (after tessellation) automatically (?) varies as needed with distance from camera in order to avoid stepped edges. 5) Sounds like the patches can be blended together, that is, "sewn" together at the edges while maintaining tangency & continuity. Typically, a complex surface would be constructed out of many patches. 6) Sounds like they can be mapped parametrically….but I don't know what the text means by "automatically OR parametrically". AGAIN, I'M ONLY GUESSING AT THE SPECIFICS HERE. BILL
#120093From: Yost GroupAug 24, 1994 6:14 PM
Not bad for someone who's never seen it! <g> – G
#120202From: Accu-WeatherAug 25, 1994 8:15 AM
>> sort of "shrink wrap" a patch around an object. << Clothes, bedspreads, etc….
#120406From: David RhotenAug 26, 1994 8:51 AM
Bill: I _said_ about spline patches in GENERAL! Am I supposed to believe you're not beta-ing r4 (at least the patches), though?<g> I know you'd be under an NDA if you were…. Me, I'm just under a rock… or the gun… or behind the 8-ball…. Dave
#120465From: M. G. BATCHELORAug 26, 1994 1:12 PM
<< I _said_ about spline patches in GENERAL! Am I supposed to believe you're not beta-ing r4 (at least the patches), though?<g> >> No, I'm not testing anything for R4 – honestly. If I was, you asked, and I couldn't comment – I'd just say "I can't comment". But in this case, I can honestly say I don't know as much as most of you here – 'cause I didn't go to SIGGRAPH, and I'm really not testing any R4 stuff. If there's something specific anyone would like to know about Patch Modeling, I'll try to answer it. But in general: The Bezier patch is just a net or matrix using Bezier curves as boundary curves to define the patch. The advantages of using them in model construction can best be described with an illustration. Take a 3X3 polygon grid…if you wanted to model this into a flying carpet-looking thing, first you'd need a much higher resolution grid mesh to begin with – and thus a lot more vertices to deal with. Then, to approximate the gracefully sweeping contours, you'd have to perform tedious multiple vertex selections, and apply rotations to form the graceful contours…..a pain. If you displaced a single vertex in a 3×3 polygon mesh, you'd get a sharp spike, and likely get shading problems. With the patch, displace a CV and you get a graceful contour, which would take a much higher-res polymesh and a lot of work, as I said. You could model your flying carpet with a few selections/displacements. Also, the patch modeler has to deal with maintaining tangency & continuity at the intersection of patches "sewn together" – initially & dynamically, as the composite is deformed. Again, this would be very difficult & tedious if attempted with several polymeshes manually. Finally, you (or the program) has the ability to variably subdivide the mesh at render time, and this can be used to perform the adaptive tessellation based on proximity to the camera, as implied in the PR. Also, interpolation of the normals generally should provided a smoother shading than working with polymeshes, or the curved surface could even be rendered as a surface, rather than a bunch of triangles. So with a decent system, you can see the curves as you model and can control the UV density for visulaization purposes, are only working with a minimum number of CV's at a time which produce similar results to many polygon vertices & manipulations, and since you're working with curves, there should be more powerful deformation tools to help quickly "mold" the patches as desired. The system takes care of the normals, patch subdivision, and maintaining surface continuity – or you can override the system. Finally, texture mapping can be automatic, causing the map to conform to the contours of the patch mesh. I personally like working freeform with NURBS curves/surfaces, but a good patch modeler can be a very powerful addition in the right hands, and should be a most welcome addition to 3DS. BILL
#120490From: MechadeusAug 26, 1994 3:29 PM
Bill, I've been following these SKIN and patch threads for a couple days, and am checking out the samples you uploaded. I hope to use SKIN to drive captured-motion characters for game development soon. The woman.zip looks really great! You've done a great job of explaining Bspline patches. Could you explain what NURBS is and how it is different from Bspline patch modeling? Thanks. Eric Chadwick @ Mechadeus
#120571From: M. G. BATCHELORAug 26, 1994 11:22 PM
Hey, thanks for the compliments Eric. << Could you explain what NURBS is and how it is different from Bspline patch modeling? >> Whew ! That's tough, without explaining spline types, etc…..also I'm no mathematician, but here goes from a user's point of view. First of all, there's various types of curves distinguished by their individual characteristics and these various types of curves can define patches named after them. You can model freeform using these control curves along with various functions to assist you, and define surfaces, patches, etc.. That's a freeform modeling approach. With a patch modeling approach, you start out with one or more types of pre-defined patches (sorta' like grids made of spline curves & their CV's as opposed to polygon vertices & edges), and then use the CV manipulation/deformation tools to form the patch into some object. NURBS curves (and I suppose, Bezier) are types of B-Spline. B-Splines can be classified as rational, uniform & non-uniform. A NURBS curve is a Non-Uniform Rational B-Spline, and is generally the most sophisticated curve to work with. The "non-uniform" term comes from the fact that you can construct curves with non-uniform knot spacing. The knotpoints I suppose are the points at which the individual curve segments are joined into the composite curve you define by defining the control lattice with control vertices. The rational term comes from the way they are defined mathematically – as a RATIO of two polynomials. They are "better" than Uniform B-Splines because: 1) They interpolate better through control points… 2) Certain types of curves such as true circles can be constructed… 3) They incorporate "weighting" as an additional local shape controlling feature, allowing more subtle & precise curve construction. Bet you're sorry you asked me now, huh ? <G> That's absolutely as succinct as I could put it, sorry. Regards, BILL
#120493From: David StinnettAug 26, 1994 3:41 PM
>>I personally like working freeform with NURBS curves/surfaces, Out of curiosity, have you tried the demo 3ds NURBS modeller in the libraries here? I haven't grabbed it yet, but I'd be curious to know how useful it would be. David
#120572From: M. G. BATCHELORAug 26, 1994 11:22 PM
Hi David, Yes, I did try it out for a couple of days. With all due respect to the authors, I wasn't crazy about it because as I've said before – I *prefer* free-form spline modeling from control curves, and it wasn't nearly as full-featured as any that I've worked with before. On paper anyway (I haven't seen it), the R4 patch modeler should be much more useful, even though it's Bezier vs NURBS. (IMO) BILL
#120197From: Jonas Ruikis [ADESK]Aug 25, 1994 8:04 AM
Tim, << how the new bezier patch modeler could be used to create something? Or anyone else who can explain this, actually. I think I know how it is supposed to work, but I am fuzzy, and need more enlightenment. >> Bill's description is very close. Dealers will be receiving Beta copies late in September and you'll be able to see it then.
#120312From: Tim c BrananAug 25, 1994 6:03 PM
when can we expect an official release for the rest of us? I have heard end of Sept, end of Oct, and end of November. Can I shoot for October?
#120417From: Jonas Ruikis [ADESK]Aug 26, 1994 9:35 AM
Tim, << I have heard end of Sept, end of Oct, and end of November. Can I shoot for October? >> The recent public notices have stated Oct.
#119834From: Forcade & AssociatesAug 23, 1994 10:01 AM
>> Although skin.axp doesn't skin forking branches, there are certainly many things you can do with texture maps, etc that'll mitigate the forking spot. ^^^^^^^^ << Gary, such language! Terry Gilbert Forking & Associates
#119836From: Yost GroupAug 23, 1994 10:29 AM
Boy oh boy… I'm in trouble now. – G
#119946From: M. G. BATCHELORAug 23, 1994 10:59 PM
Gary / ALL, << I'm a little confused about the procedure to create branched forms such as legs using SKIN. Is this possible or can SKIN only work with topological cylinders and not forks? — Although skin.axp doesn't skin forking branches, there are certainly many things you can do with texture maps, etc that'll mitigate the forking spot. >> PMJI, but I've fooled around with this sort of thing a lot since Skin beta, and actually you can……sorta'. As discussed in a recent thread, this requires some misdirection though <g>. Of course you can not create nor sweep skin along a true branching path which is concatenated to a single vertex at the branch point, but you can fake it pretty nicely using a technique similar to back-tracking paths and Skin parametric capping techniques. You may or will end up with a single "seam", but you can displace it & somewhat hide it to a less obvious location than the *actual* joints. There are a number of ways to accomplish this depending on the need of the subject model, but I'm uploading an EXTREMELY simple example as "Branch.zip". This contains 2 small flics & 2 project files. The subject is merely a cylindical stick-man body & legs (an upside-down 'Y'). "Branch.prj" shows the simple construction using quad CS's skinned by prefix, and the flic just rotates it 360 on Y to show the lack of seams which would normally show all around the "thigh/pelvis" intersection. Select by name each CS and analyze this technique, as it won't be obvious otherwise. The seams are reduced to a single seam at the "crotch" in this example. "Branch2.prj" is the same 'Y' stickman body & legs in a walk-cycle loop, using a skeletonal heirarchy for control of the CS's rotations and "seamless" joints. The flic shows that (at this scale anyway), NO seams are perceivable when in motion – part of the misdirection. With variations on this technique, motion/framing, mapping, etc. – you can construct a very detailed (apparently) seamless character. I've been working on/with a VERY detailed Skinned female body with modeled muscleature (no bump maps), and all natural "seamless" joints for some time now. (except for the hands, which are very difficult) Regards, BILL
#120011From: Yost GroupAug 24, 1994 10:57 AM
Wow! Amazing (as usual), Bill. I had a feeling that it was possible to "fake" it like that, but nobody had done it yet (until you did, of course) and I wasn't sure. I'll go grab the file now and Jack and I'll tear it apart and figure it out this afternoon. I can't wait to see your detailed skinned female body… (how detailed? :-} – G
#120040From: M. G. BATCHELORAug 24, 1994 12:29 PM
<< I had a feeling that it was possible to "fake" it like that, but nobody had done it yet >> Don't expect too much, it's just a little wishbone lookin' thing….but illustrates the concept. Basically the concept is in laying out CS's along your "skeletonal path" in the Editor, then back-tracking down one of the branches to be in position to continue down the other branch. You can use same-sized/positioned CS's, scale down & create a hidden inside surface 'til you find a suitable point to come out, rotate CS's as necessary hidden inside the visible surface, etc…Motion, lighting, mapping, framing, etc. is VERY important here to hide the inevitable seams, but you can handle a lot of things with this technique. Mapping can get very difficult. << I can't wait to see your detailed skinned female body… (how detailed? :-} >> Very….but PG-rated <g>. This is for the first *job* I've taken in a long time, and the first all-3DS construction I've done commercially. I'm very pleased with it so far. If *my* body would just hold up so well, to allow me to finish it on time <g>. Maybe I can u/l renderings & wireframe, but there's no head yet – can't u/l the mesh though, at least at this juncture. It's designed to be IK driven (I guess). BTW, I forgot to loop that wishbone walk-cycle example flic….sorry about that. BILL
#120094From: Yost GroupAug 24, 1994 6:15 PM
A commercial project… I can just imagine how much detail you're going to put into THAT. I'm looking forward to seeing the pics. – G
#120108From: Yost GroupAug 24, 1994 6:37 PM
Wow! Very very nice model. Whoever is paying you to do it a lucky customer. (great proof of skin.axp as well) I'm looking forward to seeing her when she gets her head, too! <g> – G
#120082From: M. G. BATCHELORAug 24, 1994 5:25 PM
Gary / ALL, Hope I don't get into hot water with this….but anyway, I've uploaded 2 views of the still-headless female Skinned Skeletonal-driven mesh and 1 wireframe screen dump. The file is called "Woman.zip", and is small enough (< 70k) that anyone interested can d/l it. This is from last week's version which is not entirely seamless, but it's hard to tell with these renderings. Like the cowboy head Skinned model, this is a very efficient mesh. I believe this version was less than 3500 vertices total, and about 1800 without hands & feet (considering that half the vert's in a Skin CS are ignored, right ?) This model uses no bump mapping, and uses the complementry ambient/specular technique you described recently to help bring out the definition. If too bright/washed out, turn gamma corr. off or reduce. WARNING: These images are PG-rated in that *_certain areas_* of the body are not completely anatomically correct <g>, but she still doesn't have any clothes on. BILL
#120095From: Yost GroupAug 24, 1994 6:16 PM
I'll see about getting them merged into the DL's asap. Thanks for uploading them! – G
#120139From: M. G. BATCHELORAug 24, 1994 10:20 PM
Thanks for all the nice comments Gary….if I can just maintain long enough to finish this thing. BTW, let me publicly retract my statement to you regarding difficulty with your metal shader/refmapping. It took an evening of experimenting to get what I was looking for, but now that I've acclimated to your system a little more, I've gotten great results. More than once you & others have praised Renderman here, but I tell you, your renderer is one of the best I've ever seen, has a similar RM "look" & then some, and is considerably faster. Those guys deserve a lot of credit for pioneering this stuff, but 3DS just keeps impressing me – the more I get to work with it. BTW, the tape was very nice. I don't think most folks would know (believe) it was produced with PC s/w. Signal quality held up well, too. BILL
#120169From: CyberdreamsAug 25, 1994 1:35 AM
Looks like I lost your support on inproving the render for the next rev. Is any one looking at Alias or Wavefronts render for a side by side comparison? I know my people are. regarding the nexus jpg uploaded to asoft I found the glass to be PASTY and DULL and the gold to be less than perfect. going to D2 and rendering feilds will not help me at game development sorry. Bill I hope you are feeling better soon. Brandon
#120180From: M. G. BATCHELORAug 25, 1994 2:53 AM
No, I didn't say the renderer couldn't be improved <g>. But having always felt that 3DS looked kinda' pasty myself, I just recently discovered the proper combinations to overcome that look pretty nicely with this particular program. It did not come to me as intuitively as with some other programs. With the combination of the right Medit surface parameters, the right map at the right contrast, the right combo. of lighting, and especially the "right" gamma correction…..I was able to achieve very nice polished metallic looks….it kinda' surprised me when I hit on all the right elements. Personally, for rich/warm looks like many lusterous metallic treatments are, I run gamma correction lower that 1.8….that alone can make a big difference. And viewing a NTSC framebuffer output as opposed to SVGA makes a slight difference in those types of looks also. The mesh and it's mapping assignments are important too, to bring out the look. The ambient material setting is very critical, moreso than some other programs – and there's a narrow window of useable looks wrt the highlight size/intensity (for lusterous metallic looks). As far as transparency goes, most every scanline renderer I've seen looks pasty wrt ray tracers. Some RT's look pasty. Regards, BILL
#120265From: CyberdreamsAug 25, 1994 1:49 PM
I too can get that look [rt] buy working at it, but I think it would be to the Yost's group advantage to include some sort of selective raytracer my stomach sank when r4 did not include a rendering upgrade. Brandon
#120227From: Yost GroupAug 25, 1994 10:25 AM
Bill, coming from you (one of the most critical folks around here) that's a REAL compliment. As you can see from the demo reel, you're not the only one who's figured that out. <g> – G PS: I'm glad you noticed the signal quality on that vhs tape. I can't believe how many hoops I jump through to maintain quality. Working with vhs is brutal, but not impossible.
#120264From: M. G. BATCHELORAug 25, 1994 1:15 PM
<< ….that's a REAL compliment. >> Y'all deserve it. BILL
#120328From: alec jasonAug 25, 1994 7:44 PM
Gary, I think the demo tape is THE BEST QUALITY IMAGE I have ever seen on VHS. Even on the dinky cheapo TV/VCR combo unit in my kitchen the images are amazingly clear and vivid. Watching on a studio monitor from the original master must be dazzling! Alec Jason
#120337From: Yost GroupAug 25, 1994 9:30 PM
You ought to see it on a Sony digital monitor coming off of Digital Betacam. I had to bring extra shorts to the editing sessions. – G
#120433From: James SpierAug 26, 1994 10:39 AM
Watching it at the Autodesk party on the huge monitors they had was stunning to put it mildly. ME
#120085From: M. G. BATCHELORAug 24, 1994 5:43 PM
<< If too bright/washed out, turn gamma corr. off or reduce. >> Geez, what I meant to say was Input File Gamma should be set to around 2.2 if your SVGA display is set at 1.8. BILL