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Joint controlled morphs based on position?
Posted: 26 February 2017 09:28 PM   [ Ignore ]  
Total Posts:  81
Joined  2016-02-22

Hi.

I wish to set up joints to drive morphs but not only by rotation for some joints which iv mannaged to do, but by position.  I want to fine tune the deformation for a realistic shoulder but not sure how to go about the set up so that I have a separate morph for different positions of the shoulder so as it rolls the morphs blend from one to another, and when the bicep of arm is in different positions the front, side, and real deltoid has its own morphs?

Thanks, Dan

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Posted: 26 February 2017 09:41 PM   [ Ignore ]   [ # 1 ]  
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Hi Dan,

Please have a look here:
https://help.maxon.net/#TDRIVER

The Driver can use the rotation of an object to “drive” the Pose.

In the file below, please rotate the Cube (called: Rotate H) around the H axis to see how it works.
https://www.amazon.com/clouddrive/share/YpyhOxlI0Cell0W37Oo5zVspPVZKMSTh9f1Troqyrwn?ref_=cd_ph_share_link_copy

(The Correction Deformer should be mentioned…)

The use of XPresso is of course another way to do it. E.g., “Set Driver/ Set Driven” and adjust the Range Mapper in the XPresso Editor.

All the best

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Posted: 26 February 2017 10:17 PM   [ Ignore ]   [ # 2 ]  
Total Posts:  81
Joined  2016-02-22

Hi.

Thanks for your fast reply and file. 

What im after is morph driven by joints position.  Lets say the arm is raised laterally, and I have a falloff located at its position.  The falloff moves with the whole rig but remains in place relative to the whole root of the rig.  When the joint enters that falloff it starts to drive a morph, and as soon as the joint move out that fall off in any direction the morph strength decreases.  I have a falloff set up for lateral position (side arm raise) Anterior position (Front arm raise) and Posterior position ( arm rotates back)  I want these 3 falloffs controlling 3 different morphs, and have them blend as the position of the upper arm joint moves between each of the falloffs.  This is specific for shoulder movement due to its wide range of movement.

Thanks,  Dan

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Posted: 27 February 2017 01:57 AM   [ Ignore ]   [ # 3 ]  
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Hi Dan,

You’re welcome.

The Cube was a placeholder for a joint, as the rotation is the reason for the change in the shoulder.

Let’s try again. Please have a look at the example below:

File
https://www.amazon.com/clouddrive/share/8JvJN2pg24BLImajpO9m3NInmgQ0szcUMlq63Szxhlk?ref_=cd_ph_share_link_copy

The Falloff is “linked” to the Root. The “sample” is taken from “Joint.2” So anything that moves the Joint.2 into it will change the PoseMorph Strength. So rotating Joint or Joint.1 (perhaps both) will work.
The Falloff itself is a Node from the MoGraph Node collection.
When you click on the Falloff Node, you can adjust the Parameters in the Attribute Manager, e.g., the Offset to position it in relation to the root.

The Morph, here on a cube, could be anything that the PoseMorph does.


All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

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Posted: 01 March 2017 08:56 AM   [ Ignore ]   [ # 4 ]  
Total Posts:  81
Joined  2016-02-22

Thank you so much,  this is a game changer for me as this means I can have full control over morph corrections based off joint position and rotations.

Would it be hard to make this into a re usable script, or would it need to be put into a plug in?  Either way this is fantastic to have this option for advanced deformations.  Can this same set up be done without expresso being there is a weight falloff in the character menu?

Dan

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Posted: 01 March 2017 03:37 PM   [ Ignore ]   [ # 5 ]  
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You’re very welcome, Dan!

To get there, the suggestion would be, by setting the joint which should trigger it as a relative-path. (Click on the Node and check the Attribute Manager) Which means that the XPresso tag should sit on this Joint.
The PoseMorph could be dragged into a [new] User Data Field, which would then require an additional pulldown menu [User Data as well],  which selects the “channel”.
Additionally, a User Data Vector parameter should specify the relative position to the Root Object, which might need to be dragged into another User Data field.
Adjustments for the Falloff itself should be provided in the User Data Field as well. If all of that is faster than to open the Xpresso tag and drag the objects on top of the existing nodes might be worth an exploration.
The XPresso Tag can be saved in the Object Manager> File> Save Tag. While having a proper name, it will be easy to load the tag again.

Much more comfortable would be a Python-script, perhaps you post a request in the CV-Tool-Box. grin

As a side note, try the “PoseMorph Deformer” (which has a falloff build in and takes the PoseMorph information).

All the best

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Dr. Sassi V. Sassmannshausen Ph.D.
Cinema 4D Mentor since 2004
Maxon Master Trainer, VES, DCS

Photography For C4D Artists: 200 Free Tutorials.
https://www.youtube.com/user/DrSassiLA/playlists

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