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Realtime Pokethrough Solution: MORPH TOOL & CREATE CUSTOM MORPH (sliders)

Posted By Bellatrix 3 Years Ago
Rated 5 stars based on 1 vote.

Realtime Pokethrough Solution: MORPH TOOL & CREATE CUSTOM MORPH...

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Bellatrix
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Bellatrix
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Posted a new suggestion to the Feedback Tracker
Proposing Morph Tool + Create Custom Morph Slider as solution to inevitable realtime pokethrough issue

Do read and if it suits you please vote and comment (FT link at the bottom)

---begin copy----

POKETHROUGHS happen frequently when fitting, but esp DURING ANIMATION.

Typical clothed characters - Non-Standard/ Standard, hide inner mesh or not, will have
OVERLAPPED MESH AREA between clothing-skin or clothing-clothing LAYERS.
Overlapped layers frequently intersect from REALTIME deformation
- in tight-fit areas: shoulders, chest, back, upper arm, neck, abdomen...
- in loose physics-enabled areas: buttock thighs calves in tunics, trench coats, skirts...
- between its own necessary-2-sided mesh areas such as big lapels and folded sleeves

With CC and increasing interest in multi-layer clothing characters...
With arrival of increasingly pro-grade animators who import misc complex custom rigs...
REALTIME pokethroughs is a certainty, soon to escalate exponentially in iClone space.

Managing pokethroughs is fumbly enough - on a ONE frame ONE-pose doll's tiny bikini top...
Current iClone fix (for all pre-conformed clothing characters)
= Opacity map painting in EXTERNAL 2D app - multiple back & forth!
At best, tedious; at worst counter-intuitive.
Most iCloners aren't UV maestros - no clue where exactly to paint on a flat grey scale texture!
Even skilled users capable of guestimate-eyeballing find it a time-killer!

The far bigger issue:
Fixing MULTI pokethroughs on a MULTI-layer character through 10000+ frame animation...
Current iClone fix: EYEBALL IT (Them All)
1. Playback; diligently dart eyeballs left right everywhere on character multi-layer parts
2. if pokethrough spotted, camera adjust, HIDE THEM from camera view, frame by frame.
3. Or redo, re-record character motion. Then resume EYEBALL-IT from step 1.
Amazingly efficient solution for a giant time-devouring character animator headache?
Existing workarounds:
Tip1: action scenes: always allocate an hour or so per multi-layer character!
Tip2: camera avoid pokethrough-prone clothing zones! (top to bottom basically)
Tip3: avoid action scenes if main characters are clothed!

Feasible (and ultra-modern) ??? Wink

Seriously...
Time for iClone to have a more direct, user-friendly, iteractive, INTUITIVE realtime pokethrough fix.

BASIC MORPH TOOL
Call it iMove brush, Displacer, iDeformer, something iClone-ish and fun.
*ref pic: Poser's famous and fabulous Morph Tool
(iClone already improved upon Poser's Walk/Talk Designer, next Morph Tool?)

Basic displacement options: size, fall-off radius, intensity.
Basic shapes: round, square.
Basic modes: Normals/ Screen Space.
On characters: morph Mirroring by Axis + by Material Group.
On clothing: Ignore Backface tick box for 2-sided clothing parts (lapels etc)
Visual feedback: two tones gradient - color-select (like Bone color) shall suffice.



To set various pokethroughs per scene object parts throughout Timeline:
Morph result save as CREATE CUSTOM MORPH per iAvatar, iAccessories, iProp
+ Custom Morph Sliders (placed in Motion tab > NEW Animation Settings)
+ Custom Morph Motion can be keyed (to appropriate body/face/Animation key tracks)
+ Custom Morph Motion can be saved/collected as Clips and Add to Perform


*Clutter prevention:
Beyond a certain number of (say 3) Custom Morph sliders, Motion>Animation Settings could be made a Sub-Tab (like Reach Target)

https://forum.reallusion.com/uploads/images/b7962b53-9375-4e8f-9820-f516.png


This Morph Tool is just a crude vertex displacement tool, not exactly modeling/sculpt tool
But it can still meet a few frequently-requested secondary animation needs in iClone:
...to deform simple objects (cushion dent, impacted soft metal door etc)
...to animate cartoony pulsating biceps or punched cheek etc
...to melt simple form like cheese, candle into a soft puddle, etc.

A simple morph tool will not only help reduce iClone dependency on external apps and saves precious time, it will make novice or pro iCloner's animation life a lot easier, not to mention so much more fun, creative and productive.

Thank you for your kind consideration.

---end copy----

If you find this suggestion useful, feel free to Vote and COMMENT in the Feedback Tracker
feel free to add comments here too! Smile


  >>> Indie Generalist modeler-rigger-animator <<< Hardware: AlienWare i7-HK 32G GTX1080 2T-SSDs BenqSW320 Wacom-Intuous 3Dconnexion ||| Software: IC6 Pipeline - CTA3 Pipeline - ATK2 - Indigo ||| Zbrush4R8. Blender 2.79. DazStudio 4.9. Carrara. Poser. Octane.


Edited
3 Years Ago by Bellatrix
animagic
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I added a comment and gave this my vote in Feedback Tracker.


https://forum.reallusion.com/uploads/images/1a09220f-ab50-42ac-ad1a-33ec.pnghttps://forum.reallusion.com/Uploads/Images/d14339d0-cd32-4b35-88f9-40a0.png


justaviking
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I didn't comment, but I immediately gave it a vote.
(I only have one vote left, but after my recent "wardrobe malfunction" issues, I had to support this one.)



iClone 7... Character Creator... Substance Designer/Painter... Blender... Audacity...
Desktop (homebuilt) - Windows 7, i7-3770k CPU, GTX 1080 GPU (8GB), 16GB RAM, Asus P8Z77-V Pro motherboard, 500 GB SSD, terabytes of disk space, dual  monitors.
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To be honest I'm surprised IClone 6 still doesn't have a basic vertex deform capability. Animation tool without MT tool is like a home garage toolbox without a hammer.

Thanks for the very thorough and well thought out presentation too.
Bellatrix
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FREQUENT SOFT PHYSICS FAILS prevention alone is a good reason for this.

Morph tool use is not confined to managing pokethroughs on clothed human bodies
No matter how amazing the soft physics...
Many objects in a typical scene don't often drape properly!
Sometimes it is simply not feasible to rebake to fix a few frames!

Poser's have two vertex morph tools (Magnet and Morph brush) due to inevitable need to further adjust
after simulations by Poser's own relatively sophisticated, highly adjustable soft dynamic cloth options
and in spite of their solid Bullet physics and live collision system!

Even Daz Studio with its great auto-fitting, smoothing, skinning and weight edit system
has Deformers to manage pokethroughs from posing a single-pose character!

How could iClone, an animation tool with soft physics, do without a basic vertex moving option?


Here's a screengrab of LightWave's cousin Chronosculpt, showing one of its many useful features



Even with advanced physics simulation, there's always a need to move a few vertices.


  >>> Indie Generalist modeler-rigger-animator <<< Hardware: AlienWare i7-HK 32G GTX1080 2T-SSDs BenqSW320 Wacom-Intuous 3Dconnexion ||| Software: IC6 Pipeline - CTA3 Pipeline - ATK2 - Indigo ||| Zbrush4R8. Blender 2.79. DazStudio 4.9. Carrara. Poser. Octane.


Edited
3 Years Ago by Bellatrix
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This is exactly what I'm talking about in another thread.
Instead of voting for a specific feature, better vote for a "generic" one:
Open iClone to User Customization Through Scripting and SDK

And then you will get your specific features..


--
guy rabiller | citizen guy | 3d technical director | youtube channel
not an animator, "idirector" perhaps - the audience will decide, icloner for sure.

Edited
3 Years Ago by grabiller
Bellatrix
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grabiller (5/26/2016)
This is exactly what I'm talking about in another thread.
Instead of voting for a specific feature, better vote for a "generic" one:
Open iClone to User Customization Through Scripting and SDK

And then you will get your specific features..


Those who stumbled here...
If you wish to understand what Scripting and SDK means to how you use iClone or a day to day basis
check out this discussion here


  >>> Indie Generalist modeler-rigger-animator <<< Hardware: AlienWare i7-HK 32G GTX1080 2T-SSDs BenqSW320 Wacom-Intuous 3Dconnexion ||| Software: IC6 Pipeline - CTA3 Pipeline - ATK2 - Indigo ||| Zbrush4R8. Blender 2.79. DazStudio 4.9. Carrara. Poser. Octane.


Bellatrix
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Swoooooop
Your so-called skinwrap is cool, but DYNAMIC skin wrapping is a different matter
I'm CLEARLY proposing a POST-Skinwrapping stage solution!
I'm talking solutions that go WAY BEYOND auto-skinning or weight projection/ transfer!
Read again! Smile
Keep it mind
ICloners do not have the luxury of $3500 tool and $1500 plugins
ICloners need multi-purpose ON THE FLY tinkering tools in their limited toolbox


This Morph Tool is just a crude vertex displacement tool, not exactly modeling/sculpt tool
But it can still meet a few frequently-requested secondary animation needs in iClone:
...to deform simple objects (cushion dent, impacted soft metal door etc)
...to animate cartoony pulsating biceps or punched cheek etc
...to melt simple form like cheese, candle into a soft puddle, etc.


In any case
Not everything is "Either Or", we can have BOTH Skinwrap AND Morph Tool/ Brush!

  >>> Indie Generalist modeler-rigger-animator <<< Hardware: AlienWare i7-HK 32G GTX1080 2T-SSDs BenqSW320 Wacom-Intuous 3Dconnexion ||| Software: IC6 Pipeline - CTA3 Pipeline - ATK2 - Indigo ||| Zbrush4R8. Blender 2.79. DazStudio 4.9. Carrara. Poser. Octane.


uvz
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A cloth creation and animation system above the existing system will be a nice feature to have in iClone.

And also rather than employing the present complicated cloth system with multiple layering it will be a lot user friendly to allow users to model their own clothes and texture them without the system constraints.


VirtualMedia
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I'm in on this as well, just spent a considerable amount of time designing a character only to find out it has numerous unsolvable poke throughs when animated in IC. Uuuuggh Crazy

Keep the great ideas / suggestions coming Bellatrix



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