Free form deformation balloon
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I think I would.
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If it kind of worked like in the given examples (using those "handles" to manipulate the forms), I'd definitely pay for a script like that.
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@gata said:
Yes. While I can manipulate tools to get the same results, this would be a nice additional tool.
Would it be able to work on selected bits of a model or only on an entire chunk of geometry?
It would work on a single group or all selected elements that are not a group. If you follow.
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@humanticnc said:
If it kind of worked like in the given examples (using those "handles" to manipulate the forms), I'd definitely pay for a script like that.
Thats the tricky bit.
Alright. I think Ill start it and see how it goes.
Chris
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Something that I was thinking, using the cow example, could just the mid-section be selected to make her pregnant?
Often when sculpting in SU, I like to be able to do my manipulations/tweaking inside the protective confines of a group or component. Otherwise it's very easy to be overly focused on geometry in front of you and accidentally delete something in the distance.
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@cphillips said:
@humanticnc said:
If it kind of worked like in the given examples (using those "handles" to manipulate the forms), I'd definitely pay for a script like that.
Thats the tricky bit.
Alright. I think Ill start it and see how it goes.
Chris
I am waiting patiently
kecsaphu (humanticnc) -
Not sure if I want to pay for it but it definitely sounds great to be able to 'Skew' objects.
Very nice idea! -
That looks like a great tool if you can do it.
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I'd pay for this (depending on price). Normally, I would export from SU to Maya to do this. A plugin would make my life a lot easier. My comic project will generate somewhere around 450 separate SU files and I would love to deform each one.
[monsterzero]
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This project is on hold while I work on SketchyPhysics. I got it to the point that the deformation works. But it needs a UI where you can move the control points.
If anyone wants to take it on they can have the code lock stock and barrel. If not I'll try to get back to it by the end of the year.
Chris
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YES, I would pay!
One concern is the skewing handles and the relationship to SU axis.
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@unknownuser said:
I would definitely pay for this if the functions would be the same as on that page you referenced. I have always wanted to skew objects with the Scale tool but couldn't.
yeah I added that to the SU7 wish list.
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I did some more work on this a month or so ago. Unfortunately the approach I took was really really slow. Minutes to process a model with a few thousand verts. I need to go back and try to optimize it at some point.
Chris
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I worked on it a bit tonight and got the speed up to the point it might be useable. Here is an example using a model I use as a test case.
It still needs a lot of work. Starting with the UI.
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Hi Chris!!!
Great Script!!! I wonder what happens in very simple models like a cube... Subdivides the faces? or not working in this cases?
Daniel S
PS. I attach a image.. the result of moving three control points on a cube will give a result like this?
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@daniel s said:
Hi Chris!!!
Great Script!!! I wonder what happens in very simple models like a cube... Subdivides the faces? or not working in this cases?
Daniel S
PS. I attach a image.. the result of moving three control points on a cube will give a result like this?It doesn't subdivide faces. That would be even slower.
The more faces you have the better the results.
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It seems that at least you triangulate the faces, from what I could judge with the deer's kees (and the few faces that were not triangular in the original model).
This is a great tool, and judging from the video, the performance are more than "better"! (compared for instance to a simple shear of the model, that would take 40 seconds with a Ruby script). I imagine that you use a compiled version in C++).
I would encourage you to continue on this path, really!
If you need some help for the GUI, just post a description of what you need and I am sure we would find a way to contribute. -
@unknownuser said:
It seems that at least you triangulate the faces, from what I could judge with the deer's kees (and the few faces that were not triangular in the original model).
This is a great tool, and judging from the video, the performance are more than "better"! (compared for instance to a simple shear of the model, that would take 40 seconds with a Ruby script). I imagine that you use a compiled version in C++).
I would encourage you to continue on this path, really!
If you need some help for the GUI, just post a description of what you need and I am sure we would find a way to contribute.I don't triangulate but I do explode curves. That is probably what you are seeing..
The animated gif is about 2x playback so its a bit slower than it appears. But it is all written in ruby. I expect it would be a bit faster if I moved some of the calculations to C++. But I think the bottle neck is the moving of each vertex.
I might take you up on the gui help.
Chris
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Hi Chris, as always, very impressive.
A few questions:
Are the deformations restricted to just the SU default axis?
If the group/component is rotated manually before being deformed, what determines the deformation "planes"?
Is there an ability to deform relative to a specified point, (ie., center, opposite handle, or inference point). Is there concentric deformation relative to a specific point?
Regards, John
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@jclements said:
Hi Chris, as always, very impressive.
A few questions:
Are the deformations restricted to just the SU default axis?
If the group/component is rotated manually before being deformed, what determines the deformation "planes"?
Is there an ability to deform relative to a specified point, (ie., center, opposite handle, or inference point). Is there concentric deformation relative to a specific point?
Regards, John
Sorry for the delay responding. Missed this post.
When I initialize the Free Form Deformation (FFD). I create a 2x2 or 3x3 array of construction points that span the bounding box of the group. For 2x2 its one construction point at each corner. 3x3 has one at each corner and each midpoint.
Then I calculate a weight for each vertex in the group based on the distance to the construction point.
The user can then move the construction points any way they like. Singularly, in groups, scaled, rotated whatever.
Once you are done moving the points you select update and the script will move each vertex in the mesh based on the pre-calculated vertex weights.
Does that answer your questions?
Chris
Here is an example with more control point manipulations.
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