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Thread: DPKit Spline Deformer

  1. #166
    Quote Originally Posted by Mr Rid View Post
    Am wondering how to add another splineknot/item after the mesh is already deformed by other animated knots. When I do this in the old Spline Transform, it just adds another anchor, after the last anchor, lined up with the mesh, and I'm good to go. But when I add a knot with DP's, the mesh suddenly loses all deformation. If I try to rest and or record in any way, it only results in odd mesh distortions. I cant see a way to add a knot in the middle of an animation.
    You have to keep a knots rest frame, usually I would do it at frame -1, go to that frame, add/duplicate a knot and move it to a new in-between position, rest the spline again in Dp SplineDefomer and go back to the anim frames and you are good to go. Personally I still prefer Shift Spline Transform way of adding and removing knots.

  2. #167
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    I changed Spline Deformer behavior,
    if you add a selected or create a single Item/Knot,
    rest position of the spline is maintained now,
    while the new item is rested at its default position.

    Denis.

  3. #168
    Quote Originally Posted by dpont View Post
    I changed Spline Deformer behavior,
    if you add a selected or create a single Item/Knot,
    rest position of the spline is maintained now,
    while the new item is rested at its default position.

    Denis.
    Great! Thanks a lot for that.

  4. #169
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    Hi there Denis.
    First of all thanks for all the very helpful tools!!!
    Just wondering if there is a Mac ub 64bit on it's way for spline deformer. Would love to sink my teeth into it!!
    Legend!

    thanks

  5. #170
    Super Member inkpen3d's Avatar
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    Many thanks Denis - DP Spline Deformer goes from strength to strength!

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  6. #171
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    Quote Originally Posted by Grazby View Post
    Hi there Denis.
    First of all thanks for all the very helpful tools!!!
    Just wondering if there is a Mac ub 64bit on it's way for spline deformer. Would love to sink my teeth into it!!
    Legend!

    thanks
    For that, we're reliant on Mike from db&w. He's been at SIGGY so it will take a while for him to surface. Patience is usually rewarded, though
    Inactive.

  7. #172
    luxowaver silviotoledo's Avatar
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    Just a little question...


    Is it possible to add multiple splines to one object and limit the spline area with a weightmap?


    Is it possibe to animate a 8 legged octopus with it?
    Silvio Toledo
    Brazil

  8. #173
    an alternative could be to try this...
    only one spline.
    Attached Thumbnails Attached Thumbnails Click image for larger version. 

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  9. #174
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    Quote Originally Posted by Phil View Post
    For that, we're reliant on Mike from db&w. He's been at SIGGY so it will take a while for him to surface. Patience is usually rewarded, though
    Of course, I am a patient person and extremely jealous of all those who made it to Siggraph haha

  10. #175
    Hi Denis, I was wondering if the spline deformer could affect only certain weight maps? I would love to use it to deform lips or eyebrows which is a different use of what I see on this thread.
    It could be a great tool for CA, being able to move polys xith knots and bulge them with scale.
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  11. #176
    Super Member SplineGod's Avatar
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    Ive done some experiments with shift spline for doing facial rigs. It gave some interesting results because you could use more then one instance on an object and it also supported weight maps. Spline deformer also supports weight maps and Ive used more then one instance on the same object with different weight maps and it seems to work so far. I also like the fact that spline deformer supports other displacements which SST did not.

  12. #177
    Yup, i tried it
    forums.newtek.com/showthread.php?t=130055&page=2
    555Lab.com


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  13. #178
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    Interactive Spline in LW11

    I don't know if this has been mentioned yet (I didn't see it in the threads), but if you tie the Spline Deformer to the position of a NULL, then tie Sliders to that NULL, moving the slider extends the Spline Deformer interactively in Layout. I've seen the posts on interactivity being lost in LW 11, does this help? Or is it interactively moving the spline nulls that doesn't work? I find the IKBoost trick in combo with the Sliders to be pretty sweet.

    Click image for larger version. 

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    Last edited by bta1701; 08-19-2012 at 02:25 PM.
    bart

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  14. #179
    Axes grinder- Dongle #99
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    Quote Originally Posted by bta1701 View Post
    I don't know if this has been mentioned yet (I didn't see it in the threads), but if you tie the Spline Deformer to the position of a NULL, then tie Sliders to that NULL, moving the slider extends the Spline Deformer interactively in Layout. I've seen the posts on interactivity being lost in LW 11, does this help? Or is it interactively moving the spline nulls that doesn't work? I find the IKBoost trick in combo with the Sliders to be pretty sweet.
    Click image for larger version. 

Name:	LWSplineDefInteractive.png 
Views:	127 
Size:	448.7 KB 
ID:	106362
    Can we be lazy and ask for a demo LWS?
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  15. #180
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    Try this one... It's just a .lws and a .lwo, not in any Content Directory format...

    bart
    Attached Files Attached Files
    bart

    I don't want to sound like a hater, but I hate people who label other people "haters".

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