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	<title>Comments on: Enveloping rigid elements</title>
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	<link>http://www.softimageblog.com/archives/110#utm_source=rss&amp;utm_medium=rss&amp;utm_campaign=enveloping-rigid-elements</link>
	<description>People and thoughts behind Softimage in production...</description>
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		<title>By: David</title>
		<link>http://www.softimageblog.com/archives/110/comment-page-1#comment-15590</link>
		<dc:creator>David</dc:creator>
		<pubDate>Thu, 02 Aug 2007 02:51:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=110#comment-15590</guid>
		<description>to Luz, yes, there&#039;s a way to do that, but you have to trick XSI, if you look the SDK help, you will find a few commands that are quite helpful, the MakeBicepRoll, and MakeForearmRoll (or something like that, I don&#039;t have XSI open right now, just do a search for biceproll or forearmroll in the help and they will pop up) very handy :)
if you have any questions you can email me
djaguilar3d@yahoo.com</description>
		<content:encoded><![CDATA[<p>to Luz, yes, there&#8217;s a way to do that, but you have to trick XSI, if you look the SDK help, you will find a few commands that are quite helpful, the MakeBicepRoll, and MakeForearmRoll (or something like that, I don&#8217;t have XSI open right now, just do a search for biceproll or forearmroll in the help and they will pop up) very handy :)<br />
if you have any questions you can email me<br />
<a href="mailto:djaguilar3d@yahoo.com">djaguilar3d@yahoo.com</a></p>
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		<title>By: xsi wing rig &#171; Mr Blake&#8217;s Art Diary</title>
		<link>http://www.softimageblog.com/archives/110/comment-page-1#comment-6019</link>
		<dc:creator>xsi wing rig &#171; Mr Blake&#8217;s Art Diary</dc:creator>
		<pubDate>Thu, 14 Sep 2006 22:35:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=110#comment-6019</guid>
		<description>[...] 93@N00/243434839/&quot; title=&quot;photo sharing&quot;&gt;    useful ideas for rigging feathers a wing: link  				 				 					 						This entry was posted 						  						on Thursday, September 14th, 2006 at 10:3 [...]</description>
		<content:encoded><![CDATA[<p>[...] 93@N00/243434839/&#8221; title=&#8221;photo sharing&#8221;&gt;    useful ideas for rigging feathers a wing: link  				 				 					 						This entry was posted 						  						on Thursday, September 14th, 2006 at 10:3 [...]</p>
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	<item>
		<title>By: luz</title>
		<link>http://www.softimageblog.com/archives/110/comment-page-1#comment-5708</link>
		<dc:creator>luz</dc:creator>
		<pubDate>Mon, 28 Aug 2006 22:31:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=110#comment-5708</guid>
		<description>Interesting ! Listen do you have idea how to create rolls divison for a bone chain of
4 bones ? and lets says I need 4 rolls division for each bone.
If you know how to to do that, can you describe it step by step ?</description>
		<content:encoded><![CDATA[<p>Interesting ! Listen do you have idea how to create rolls divison for a bone chain of<br />
4 bones ? and lets says I need 4 rolls division for each bone.<br />
If you know how to to do that, can you describe it step by step ?</p>
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		<title>By: Malcolm Zaloon</title>
		<link>http://www.softimageblog.com/archives/110/comment-page-1#comment-5633</link>
		<dc:creator>Malcolm Zaloon</dc:creator>
		<pubDate>Thu, 24 Aug 2006 18:47:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=110#comment-5633</guid>
		<description>Hi Helge..
i have a proposal tool found in:

http://www.xsibase.com/forum/index.php?board=9;action=display;threadid=26600;start=0

thanks for now.</description>
		<content:encoded><![CDATA[<p>Hi Helge..<br />
i have a proposal tool found in:</p>
<p><a href="http://www.xsibase.com/forum/index.php?board=9;action=display;threadid=26600;start=0" rel="nofollow">http://www.xsibase.com/forum/index.php?board=9;action=display;threadid=26600;start=0</a></p>
<p>thanks for now.</p>
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		<title>By: Helge Mathee</title>
		<link>http://www.softimageblog.com/archives/110/comment-page-1#comment-5631</link>
		<dc:creator>Helge Mathee</dc:creator>
		<pubDate>Thu, 24 Aug 2006 16:18:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=110#comment-5631</guid>
		<description>Sure. Email me privately my email is in the profile page.</description>
		<content:encoded><![CDATA[<p>Sure. Email me privately my email is in the profile page.</p>
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		<title>By: Hidekazu Shimana</title>
		<link>http://www.softimageblog.com/archives/110/comment-page-1#comment-5627</link>
		<dc:creator>Hidekazu Shimana</dc:creator>
		<pubDate>Thu, 24 Aug 2006 10:38:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=110#comment-5627</guid>
		<description>Hello Helge-san

I would like to introduce the this page for Japanese XSI user. So,  I will transrate the this web page.
Would you like to introduce the transleted page on My company&#039;&#039;s web site?</description>
		<content:encoded><![CDATA[<p>Hello Helge-san</p>
<p>I would like to introduce the this page for Japanese XSI user. So,  I will transrate the this web page.<br />
Would you like to introduce the transleted page on My company&#8217;&#8217;s web site?</p>
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		<title>By: Andy Nicholas</title>
		<link>http://www.softimageblog.com/archives/110/comment-page-1#comment-5601</link>
		<dc:creator>Andy Nicholas</dc:creator>
		<pubDate>Wed, 23 Aug 2006 17:20:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=110#comment-5601</guid>
		<description>That&#039;&#039;s a really interesting approach.

I had a play around with it earlier and was surprised to see that if you create a &quot;cluster with center&quot; on the Bnd points, you don&#039;&#039;t get any deformation when you animate the bones (providing the ClusterCenter operator is underneath the envelope operator). You&#039;&#039;re then able to animate the cluster null and get correct deformation regardless of bone position. V handy for rigging setups.</description>
		<content:encoded><![CDATA[<p>That&#8217;&#8217;s a really interesting approach.</p>
<p>I had a play around with it earlier and was surprised to see that if you create a &#8220;cluster with center&#8221; on the Bnd points, you don&#8221;t get any deformation when you animate the bones (providing the ClusterCenter operator is underneath the envelope operator). You&#8221;re then able to animate the cluster null and get correct deformation regardless of bone position. V handy for rigging setups.</p>
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		<title>By: Malcolm Zaloon</title>
		<link>http://www.softimageblog.com/archives/110/comment-page-1#comment-5568</link>
		<dc:creator>Malcolm Zaloon</dc:creator>
		<pubDate>Tue, 22 Aug 2006 21:34:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=110#comment-5568</guid>
		<description></description>
		<content:encoded><![CDATA[<p>Ok, i understood .. only instancing&#8230;</p>
<p>I tried freeze featherCloud, and have some speed improvement (around 35%). Very cool!</p>
<p>so, how can i control scale of feather? I see that nulls only controls the ori/pos of feather.</p>
<p>thanks again Helge.</p>
<p>I have other technical Question&#8230; i remmember that your scripts are VB&#8230; but now, i see this in Js&#8230;  Are you migrated? If yeah, why? Itīs faster?</p>
<p>thanks again Helge.</p>
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	<item>
		<title>By: Matt Lind</title>
		<link>http://www.softimageblog.com/archives/110/comment-page-1#comment-5566</link>
		<dc:creator>Matt Lind</dc:creator>
		<pubDate>Tue, 22 Aug 2006 20:09:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=110#comment-5566</guid>
		<description>This setup reminds me of a rig somebody did back in the old Softimage&#124;3D days with a parrot (circa ~1996).  Instead of using enveloped quads, they used 2d chains as the 2-points to guide the instanced feathers as it allowed the effectors to be driven by curves, constraints, or Fcurves to make the feathers rotate.  I cannot remember for sure, but I think the feathers were then deformed by Qstretch or curve deformation on top of the transforms supplied by the 2D chains so the feathers could bend with a little time lag in relation to their motion.  gave a semi-realistic quality that was artist friendly to control.</description>
		<content:encoded><![CDATA[<p>This setup reminds me of a rig somebody did back in the old Softimage|3D days with a parrot (circa ~1996).  Instead of using enveloped quads, they used 2d chains as the 2-points to guide the instanced feathers as it allowed the effectors to be driven by curves, constraints, or Fcurves to make the feathers rotate.  I cannot remember for sure, but I think the feathers were then deformed by Qstretch or curve deformation on top of the transforms supplied by the 2D chains so the feathers could bend with a little time lag in relation to their motion.  gave a semi-realistic quality that was artist friendly to control.</p>
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	<item>
		<title>By: Helge Mathee</title>
		<link>http://www.softimageblog.com/archives/110/comment-page-1#comment-5564</link>
		<dc:creator>Helge Mathee</dc:creator>
		<pubDate>Tue, 22 Aug 2006 17:29:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.xsi-blog.com/?p=110#comment-5564</guid>
		<description>well - in the test script I submitted all feathers remain live and connected to the nulls which created them. if you freeze the cloud object you should get an enormous speed increase.

you need a distribution algorithm on how you want to put the objects onto a surface, all you need to create is the cloud, envelope it (maybe using gator) and the instances will move correctly with the wing. this algorithm does not deal with interpenetration - it is only dealing with the instancing part.</description>
		<content:encoded><![CDATA[<p>well &#8211; in the test script I submitted all feathers remain live and connected to the nulls which created them. if you freeze the cloud object you should get an enormous speed increase.</p>
<p>you need a distribution algorithm on how you want to put the objects onto a surface, all you need to create is the cloud, envelope it (maybe using gator) and the instances will move correctly with the wing. this algorithm does not deal with interpenetration &#8211; it is only dealing with the instancing part.</p>
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