View Full Version : Skin sliding with DPKIT?

08-16-2012, 09:53 PM
Hi guys, I'm getting slowly into experimentations with nodes for displacement and it is really fun!
Now I was wondering if we could leverage CA with them.
Do you think it's possible to get such result with DP Kit?

I was thinking maybe by moving points along the objects normals but I donc't see how it could keep the volume and surface.
Do you node experts have any idea?

08-16-2012, 10:20 PM

use a UV morph instead > http://forums.newtek.com/showthread.php?t=85719

might have been what Chris used here,


08-16-2012, 10:26 PM
It looks like attracting geometry to null.
The closer mesh to Null, the more attraction.

So you would need Spot Info > World Spot and Extended Item Info (with picked up Null) > World Position plug to Math > Vector > Distance, then connect to Pow node, and then to Gradient and use it as power of attraction (blending of one vector and second vector).

08-16-2012, 10:54 PM
not sure if that would work, it seems complex.
could you test?... if it works i'll buy a plugin :P :]

08-16-2012, 11:21 PM
Pow is not needed (but looks better).

But this bug in LW not updating when null moves is such annoying.. kills interactivity..



08-16-2012, 11:28 PM
Invert what is plugged to Subtract (or multiply output by -1) and it'll be reverse of attraction.

08-16-2012, 11:43 PM
Here is scene.

Play anim.

08-17-2012, 01:55 AM
Strange, the scene won't load, I have 11.0.3
I also have all the nodes it asks for (except Global Material which I ordered a few hours ago)

08-17-2012, 02:02 AM
Ah, sorry. This scene doesn't need Global Materials at all.. Forgot to remove it from object.

08-17-2012, 02:04 AM

use a UV morph instead > http://forums.newtek.com/showthread.php?t=85719

might have been what Chris used here,

Wow! he really is a talented artist and animator!

08-17-2012, 02:37 AM
Still not loading, it says
instance creation failed. AutoRenderSaver Image Filter duplicate not allowed.
I have the plugin installed tho

08-17-2012, 02:38 AM
Ignore AutoRenderSaver.. It's normal message (image filter is added automatically by master to any scene, so when you are loading another scene with AutoRenderSaver, it's duplicate).

But object can be loaded?

08-17-2012, 02:46 AM
It freezes LightWave. After I click ok to the message

08-17-2012, 03:06 AM
I have Alert Level set to Low, so it's not showing up..

But what is causing freezing is turned on Threaded Mesh Eval in Preferences. Right. Toggle it off, at least for a while.

I noticed that issues are when deformation node editor has nodes using LWItemInfo global (and Threaded Mesh Eval is turned on).
It's reported but doubt NT will do something with it.. They said they can't reproduce it.

08-17-2012, 06:42 AM
hm, TANL_extendediteminfo, do you know where i can get this one?
or do i need it? i use "item info" from DPont but no effect...

edit: ok, got it > TrueArt's Node Library v0.23

08-17-2012, 07:57 AM
ok, thanks, it works now. Well, this is nice but the effect should move the points like they are attached to the null with less effect the more it's distant from the null.
Maybe with weight map attached... I'll give a try

08-17-2012, 08:30 AM
ok, got it...

it might have potential, not quite sure at the moment how to make it glide over a deformed mesh, but looks interesting...


08-17-2012, 09:30 AM
well I am just diving into Dispacement nodes and I'm amazed by the possibilities!
I am not a math person but I have a good logic mind so I kind of find my way through the complexity.

What can be tricky for that is not the influence but as you said that it follows the mesh especially if the mesh is deformed with bones. It means it has to evaluate the position during the deformation but prior to the node deformation.
One trick would be to double the mesh so it evaluates vertices positions on an underlying mesh.
But it doubles the deformation calculation...
But if this works, just imagine facial deformations with it... (well, once the interactivity issue is adressed).

08-17-2012, 09:40 AM
Hum great, I think somebody pointed that out.
You can make it interactive by adding a joint or bone to the Null. It works like a charm.
It's a bug tho.

08-17-2012, 09:42 AM
Here we go, Interactivity!
Thanks to whoever pointed that out, now I can make all my nodal disp interactive in 11

08-17-2012, 11:19 PM
I thought I'd give Spline a try.
It doesn't do skin sliding but it can move parts based on weight.
For some reason the bone trick works only on one spline.

I did the moth spline in layout and the brow spline in Modeler to try. Very
fast and easy.

Now, what I xould like to see is some curve constrained motion.
This could be very useful for animation.
I would like to be able to move and effector, a null, a bone, based on tha curve created with DP Kit. I can't imagine the way to do it...