Stumbling Toward 'Awesomeness'

A Technical Art Blog

Wednesday, July 5, 2017

Skin Weights Savior

Lots of people were interested in Deformer Weights and ways to save/load skin weights faster. Trowbridge pointed out that the API now allows for setting in one go, no loops needed, like the C++ call. Aaron Carlisle on our team here at Epic had noticed the same thing. Aaron took the time to write up a post going over it here:

Using GetWeights and SetWeights in the Maya Python API

Also, it looks like you can get/set blind data in one go now… 😮

posted by Chris at 11:20 PM  

Friday, September 2, 2016

SIGGRAPH Realtime Live Demo Stream

The stream of our SIGGRAPH Realtime Live demo is up on teh internets. If you haven’t seen the actual live demo, check it out!

I feels amazing to win the award for best Realtime Graphics amongst such industry giants. There are so many companies from so many industries participating now, and the event has grown such much. Feels really humbling to be honored with this for a third year; no pressure!

posted by Chris at 9:26 AM  

Monday, April 4, 2016

Off on a Tangent

Plutarch tells that Alexander the Great visited the Libyan Sibyl, and was given the correct constellation of checkboxes and steps to get meshes from Max to Maya properly.

Plutarch tells that Alexander the Great visited the Libyan Sibyl in search of the correct constellation of checkboxes and steps to get meshes from Max to Maya.

I have spent many years of my life in studios where characters are modeled in a package other than Maya (often Max) and imported into Maya via FBX. Having worked along side great character artists like Hanno Hagedorn, Abdenour Bachir, and most recently Kevin Lanning and his team here at Epic, I cannot tell you how many hours of our lives were devoted to trying to get mesh tangents into the final product that resembled what they were in the original sculpt/bake. Not to mention brilliant pipeline programmers like Bogdan Coroi, or James Goulding‘s team here at Epic, many hours have been spent trying to solve this issue.

Sometimes it seemed some mystical channeling whereby some constellation of export or import checkboxes along with maybe layering an edit mesh modifier on top of your character before export to Maya worked. Sometimes the solution seemed to have been exporting only triangulated meshes to Maya, whereby you needed a (fragile) pipeline to allow you to have quaded for skinning and triangulated from Max for export.

Well, as it turns out, Maya has always ignored all mesh tangent data on FBX import.

I hope this post saves you some headache. At Crytek we looked to change the pipeline to store all normal maps in world space, another, more pragmatic solution, proposed by Jeremy Ernst here at Epic is to give the engine the static mesh from Max and the skinned mesh from Maya and just transfer the original data. Scott Parrish told me that his team bakes against the skinned FBX as it comes out of UE4, this is another way of solving the issue.

I also understand this is not a simple issue, all DCC packages work differently. Max allows users to turn edges, etc.. But it’s good to know that we’re also not crazy.

posted by Chris at 9:46 PM  

Monday, January 5, 2015

An Epic Change of Venue

Epic_Logo

In November I started at Epic Games in North Carolina, joining Jeremy Ernst and his team to focus on high quality characters and related technologies. For quite some time I have been enamored with not only the decisions and business practices of Epic, but the engine itself. Whether it’s putting the code on github, or the deep implementations of things like Blueprint; I am constantly amazed that they seem to remain focused, always putting the user first.

Look for some cool things coming down the pipe this year, we have an amazing team of really talented people, and an huge user-base that spans all industries.

Not many people know that I was born in South Carolina, I grew up in Florida and went to school in Georgia. I always felt a bit out of place on the West Coast, it’s great to finally be back to a place that feels like home.

posted by Chris at 9:34 AM  

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