CompuServe Thread

SKIN for hands?

18 messages in this thread
#132457From: MechadeusOct 31, 1994 5:51 PM
Hi all, I'm working with Puppeteer and Flock of Birds motion capture to do character animation. I'd like to be able to animate characters without using joints– using SKIN.AXP to fill in with render-time deformations. I read the thread (and checked out the mesh) from M.G. Batchelor, re the wishbone guy. Then I tried making hands with multiple SKIN cylinders– one for each finger– that run together along the palm, then meet up with the wrist SKIN. But the finger SKINs have hard seams between them in the palm, and the connection to the wrist is also hard-looking. Also saw the image of a female nude in progress, made with SKIN. How were the joints hidden there? The wishbone-man looked good, but how do you do that with an arm going into a torso, and a neck coming out of that? It's a four-way SKIN problem. Then animation of these slices is a whole other deformation problem. Sorry about the length of this… Has anyone tried hands/arms/torsos/legs/necks/etc with SKIN? Any tips?
#133077From: M. G. BATCHELORNov 3, 1994 8:21 AM
<< I'd like to be able to animate characters without using joints– using SKIN.AXP to fill in with render-time deformations. I read the thread (and checked out the mesh) from M.G. Batchelor, re the wishbone guy. Then I tried making hands with multiple SKIN cylinders >> << How were the joints hidden there? >> Sorry, I don't have a lot of time now to elaborate, plus I've posted some info here on this subject before. The entire female mesh as well as the little wishbone guy doesn't use cylinders…well, yes they do. But they're vertically-squashed cylinders (EXTRUDED PLANAR SLICES). Skin.axp only uses one set of vertices from the 3D slice object. Anyway, the whole seamless joints thing is quite contrived & doesn't work in all situations. It's a combination of: 1) Create a dummy skeleton for reference which will be hidden at render-time. 2) Lay out & form your CS-Slices using the skeleton reference. 3) Lay them out & scale them in such a way as to have "inner loops" hidden by the outer surface. This allows you to conceal breaks & very obvious seams. Sometimes you will have slices at the exact same point in space, with one perhaps being a smaller diameter than the outer visibly-skinned one. It's very important as to the direction of the "path" that Skin.axp takes when fitting the spline surface to the lattice defined by the CS's. 4) The staging, framing, lighting, & material definitions must be very contrived to minimize the obvious seams, cracks, flaws, etc.. For instance, making a skin material's Ambient color darker than the Diffuse color will just accent the seam flaws due to the shading. Avoid this, fill in with lighting, choose appropriate camera & lighting angles. The model construction really dictates the framing & motion to a degree in this case – in order to produce the "misdirection". 5) Once it looks acceptable, assign CS's to the already-linked skeleton, animate it, then hide the skeleton for rendering. I can't begin to get in to the actual construction techniques, as it is different for every subject. Just bear in mind that you can hide inner loops of skin as I said. Hands are very tough if viewed close-up.
#133531From: MechadeusNov 4, 1994 4:26 PM
Bill, Thanks for the input. SKIN is great for some things, but for our needs I think we'll have to go with Schreiber's Metareyes metaballs for the hands, and skin for the rest of the body. I'll be uploading some images soon. Thanks again for your help. Eric Chadwick Mechadeus/Mondo Media
#133622From: M. G. BATCHELORNov 4, 1994 10:12 PM
You bet. If you're going to use Metaballs which are converted to polygons, why not just construct the hands with the 3DS native modeler, and weld the fingers to the palms ? Anyway, good luck with it. BILL
#134039From: MechadeusNov 7, 1994 12:07 PM
Bill, The reason I'd use metaballs for the hands is meta's on-the-fly animated surfacing, not for modeling a polygon mesh. If polygons could be deformed actively by attaching control vertices to motion capture receivers, then that'd be perfect. I'm guessing that the only way to attach 3d fingers and hands to motion capture in 3dstudio is with a skin-like animated surface, using the slices (or metaballs) as CVs for the mocap hardware to move around. Any other suggestions out there for this kind of problem? The hands are for a realistic human character that will be punching the camera, so the hand comes up real close. There will be some motion blur to hide some stuff, but otherwise, I'd like to see a good-looking hand. To speed up a <HUGE> human animation task for our next game title, we're using Schreiber's Puppeteer and Ascension's Flock to do most of the animation. Hope it works… (sweat…sweat…) Eric Chadwick Mechadeus/Mondo Media
#134112From: M. G. BATCHELORNov 7, 1994 3:32 PM
Gee, I didn't realize you were using MC data for the hands, and I hope Puppeteer works out OK. I only used the very first version, and it was a bit frustrating at that time. I don't know anything about how you could get motion data to R4's IK, personally – but I'm sure there's a way. I was just referring to constructing the jointed hands & fingers, then welding the fingers at the knuckles – to the palms, for a totally seamless hand. You could certainly construct a skeltonal control system for the mesh, use Deform.pxp or even perhaps IK or Bones, but I don't know about using the MC data. Sorry. Anyway, good luck with it !
#134344From: MechadeusNov 8, 1994 11:47 AM
Thanks… we'll need the luck… We're using MC data through Puppeteer to completely animate the characters, then I hope to use IK for tweaking. The real problem lies in animating seamless joints without the use of morphs– we can't attatch morphs to motion capture, and I haven't found(or heard)of a way to get MC info to deform polygons smoothly. Maybe this shareware BONES ipas will evolve into an AXP? Thanks Bill for posting your wishbone stick figure… it was a real eye-opener. Eric Chadwick Mechadeus/Mondo Media
#134543From: M. G. BATCHELORNov 9, 1994 12:32 AM
You're welcome. Sounds like your best bet might be to check with Dave at Digimation regarding THEIR bones routine. I have not used or tested it myself, but if an object can have several skeletal braches (or any), you might could construe some way to feed the MC data to the spline skeleton – which would (should) deform the mesh polygons smoothly. Since an un-sliced mesh can not be deformed locally in the keyframer, this sounds like the closest possibility. Unless you can manage to use the wishbone guy's techniques and other misdirection at the knuckles with skeletonally-driven Skin slices. BILL
#134674From: MechadeusNov 9, 1994 12:57 PM
Bill, Sounds great. BTW, I'm kind of new to compuserve, and I'd like to upload some sample animations and stills from our upcoming game The Daedalus Encounter. What file formats do you think would be best for forum members? I'd like to show the anims in 24-bit if possible. Eric
#134741From: David RhotenNov 9, 1994 6:47 PM
PMJI, but use JPEG. This way, the images will still be true-color, but also a manageable download size. I've seen a couple images from your DE game in mags, and they look terrific! I'd sure like to get a look at them 'en moniter'. Dave
#135010From: MechadeusNov 10, 1994 5:50 PM
Dave, Hey, glad you like it… a few JPEGs comin your way. Eric
#134791From: Tim c BrananNov 9, 1994 9:05 PM
If you want to upload 24-bit, try .jpg. other than that, there is the old standby GIF for 8 bit.
#135011From: MechadeusNov 10, 1994 5:50 PM
Thanks.
#134888From: Judy WellerNov 10, 1994 9:46 AM
They will look better in JPEG, but if they are only going to be 640x480x256 in the game, then upload in that resolution. I want to see how they will look in the game, not how they will look in 16million colors. Judy
#135015From: MechadeusNov 10, 1994 6:00 PM
A few JPEGs are coming soon. Actually, the animations are all 24-bit, 320×240. Most of the time, we'll be doubling them to fullscreen, but processor power and the color depth depend of course on the machine. The JPEGs will be un-video-compressed, unlike the anims, which we'd like to have run at 15 frames per second in Windows. Hopefully it'll look a lot better on 3DO, without so much compression. It's a real drag to see those hard-earned details turn to mush… but hey, we're talking Windows here.
#134957From: M. G. BATCHELORNov 10, 1994 2:08 PM
Eric, << I'd like to upload some sample animations and stills from our upcoming game The Daedalus Encounter. What file formats do you think would be best for forum members? I'd like to show the anims in 24-bit if possible. >> Sorry, I was off-line for a day. I agree with everyone else, for stills upload JPEG. For 24-bit flics, I don't know….never created any other than 8-bit. Maybe someone else can jump in on this. Look foward to seeing them. Regards, BILL
#134167From: MARTIN G FOSTERNov 7, 1994 6:26 PM
Eric Mondo, >> attach 3d fingers and hands to motion capture in 3dstudio is with a skin-like animated surface, using the slices (or metaballs) as CVs for the mocap hardware to move around. Any other suggestions out there for this kind of problem? << If you have r4 and if you can capture the xyz co-ords of the mocap hardware into a file (preferably ascii or better still, in .vue file format) it would be quite easy to write a script to parse the info and assign it to dummy objects – a .vue file would require no further interpretation. Each dummy would represent a joint. These dummies would then be used as IK follow objects for your character. Not terribly hard I don't think, some coding/scripting required, don't try this at home <g>.
#134345From: MechadeusNov 8, 1994 11:57 AM
Howdy Martin! I think what you're describing is what Schreiber's software already does. It links directly to the MC hardware, and uses an IK-like skeleton to animate the mesh. Our problem lies in animating seamless joints without the use of morphs– we can't attatch morphs to motion capture, and I haven't found(or heard)of a way to get MC info to deform polygons smoothly, except the SKIN or METABALL ipas. Maybe this shareware BONES ipas will evolve into an AXP? Eric Chadwick Mechadeus/Mondo Media