Sunday, June 30, 2013

GREEBLE ASSET


Hello! I worked on the greeble asset today. The idea of converting the greeble into vdb and back to polygons doesnt seem to work very well for complex shapes, it needs a very high resolution voulme for correct representation and so it gets slow to update. The greeble is quite heavy but if we cache it out after the animation I think it should be fine. This is still a work in progress. Would love to get some feedback and improve it.

Right now I have two ways of greebling. One is where you scatter points on the volume representation of your geometry and copy shapes on it. I have given seperate controls for every shape so the user can pick and choose whatever shapes he/she wants. The second way is using edge extrusions. This technique requires a good resolution to create interesting patterns.

 https://vimeo.com/69448321

Password : houdini

Thanks,

Pari 

UPDATES:

Added a new type of greeble which adds much more detail to a simple geometry. It works on a per primitive basis.

Please let me know if you think this approach is good so I can go ahead and build a library of shapes for it.




LimbAsset v01

LimbAsset v01:

Worked on a Limb Asset today.

Password: Houdini
https://vimeo.com/69445210



 Idea of the design was to create a limb with a inner bone structure covered by a outer shell.

Bone Structure:



The bone structure can be made into a sparate asset and reused to create other parts with similar design (eg: Torso).  The number of bones depend on the length of the bounding box.

Will be working more on this limb, want to add more detail to it. Any ideas for more details?

Cheers!
Pramod


Friday, June 28, 2013

Tank Tread Asset


Hello everyone. Sorry for the delay in posting updates! I am currently working on the tank tread asset. Its at a very basic stage right now, I am using boxes and tubes as placeholders for more complex shapes. My idea is to first get the asset functioning properly then add more detail. I will work on the rig today. Keep you guys posted!



https://vimeo.com/69328979

Password : houdini



UPDATES:

I worked on the animation today. Got the treads working, they move according to the terrain. Still working on the wheels and detailed models.


https://vimeo.com/69355936


Best,

Pari



07/01/2013 :

Fixed the jitter in animation and added more details to the model.





Thursday, June 27, 2013

Hydraulic Piston V01

Hi All,

Here is the Hydraulic Piston asset I made today.

https://vimeo.com/69289408

Passsword: Houdini

-Pramod

Skeleton V003 Thursday

Hi everybody!

Attached another Vimeo link with a new update of the skeleton I'm building:

https://vimeo.com/69279324

Password: Houdini

What changed?

1.    I added a global asset called Mech Warrior which will be placed on object level.  Inside the Mech Warrior asset are the building stones for our warrior. On object level the user now is able to orient and transform the global position of all the pieces at the same time.

2.    When the user adds another bodypart the node of the new part gets an random color. If the user now adds new linear or miscellaneous parts to the bodypart the node of these assets are getting the same color as the bodypart which controls them. I hope this helps the user organize his/her scene better.

3.    During our last meeting we talked about the speed of which the linear and miscellaneous parts were moving, I solved the problem so the user is now able to animate with all the linear and miscellaneous assets in place.

4.    Also the user is now able to rotate the different bodyparts independently.

If you guys have any ideas or comments please let me know!

Cheers!

Jelmer

Wednesday, June 26, 2013

Hi All,

Here are screen captures of some of the assets I am making.

Password: Houdini

Linear Asset1:


In this asset the number of segments increase as the length of the bounding box increase. 
Planning to create more assets similar to this, where the asset grows and adds more parts to itself as the bounding box expands, instead of the asset just scaling.

Cage Arm Asset:


This was developed from the previous asset, more layers were added around it to make it like a mechanical arm. Still needs more complexity and refinements.

Eye Asset:

 
This asset was done using nurbs. The shutter part is a seperate asset which is attached to this asset.

Tuesday, June 25, 2013

Painting Wires on Mesh

I came up with a few different ideas to approach this effect. There are pros and cons in all of them. We will have to decide which one works best for our project.

Sort by Hit Position:

This is the most straight-forward approach. The user paints on the mesh and the color is transfered to scattered points( does not require high resolution mesh). The points are then snapped by averaging their positions which reduces the total number of points and gives points which are roughly the same as the painted shape. The points are then sorted by the hit position parameter on the paint SOP. This roughly sorts the points in the same direction as the stroke. The curve is drawn using an add SOP and is rayed on the mesh to give the final result.

PROS:

Works with low poly models.
Fast.

CONS:

Works only for straight and slightly curved lines, not so good for complicated shapes.









Raying Curves in UV space:

This technique uses UV space instead of world space, which makes it easier for the Ray SOP incase of complex geometry. The object is unwrapped in the viewport ( by feeding $MAPU and $MAPV in the point SOPs position). The user can then draw actual curves on the unwrapped geometry from the front viewport.

PROS:

Works very well with Polys and Nurbs and does not require high tesselation.

CONS:

Requires good UV's
Not very interactive as curves are drawn in UV space.


 



Nearest Point Search(by Jelmer):

Jelmer came up with this idea of connecting points based on a nearest neighbour search. This idea works better with complicated patterns.

PROS:

Works with more complex painted shapes.

CONS:

It is slow compared to other approaches.
Requires a very high resolution geometry to work.







Record CHOP approach:

This approach records the stroke information and outputs a almost perfect curve representation. However it is not at all straight-forward.

PROS:

Curves are perfectly aligned with the paint strokes. Works great with all kind of shapes.
Fast, requires moderate tesselation.

CONS:

It is not a completely automated system. The record CHOP works frame by frame so inorder to record a stroke, the user has to paint a stroke and go one frame forward by pressing the forward arrow key. There are also a couple other parameters that the user will have to set everytime he paints.
I am still working with this system, trying to make it more automated.










Hi everybody,

Please find attached a link to a new video capture of the skeleton:

https://vimeo.com/69101152

Password: Houdini

Jelmer

Tuesday, June 18, 2013

Skeleton

Hi everybody,

Here's my first idea of how to setup our skeleton. The idea is that users create the skeleton themselves and "build" it, every time they create a new piece another asset is created. Every asset can be designed and stylized into what the user wants to see.