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tbttfox avatar tbttfox commented on August 23, 2024

That can't be done as part of the split algorithm. The splitting algorithm doesn't create combos between the sides of the split. Just like when you split a single brow_X shape, you don't expect there to be a brow_L_R combo created.

So it sounds like you're going to have to manually separate the U and D shapes and create U/D and D/U combos

from simplex.

illmillrig avatar illmillrig commented on August 23, 2024

yeah that makes sense. I suppose only one of those combos would be desirable anyways. we certainly dont need the bottom of the mouth combo'd with above the nose bridge. But it is an interesting problem. Thanks!

from simplex.

tbttfox avatar tbttfox commented on August 23, 2024

The more I go through this in my head, I don't think it's possible at all

Another way to think about this is to not just look at the left side in your example, and also consider the right side with the extra possible U/D splits. There are 16 possible combos that could be created ((22)2) in that example.

LU-LU LU-LD LU-RU LU-RD LD-LU LD-LD LD-RU LD-RD
RU-LU RU-LD RU-RU RU-RD RD-LU RD-LD RD-RU RD-RD

Now, if you think of the weightmaps being just a vertical and horizontal line, that splits everything into 4 regions. And at first glance, you could say "4 quadrants, each with 2 options gives 16 possibilities", however we can't use weightmaps that way. Weightmaps tell us to zero out an entire half of the plane ... So instead, I've got 3 choices per weightmap:
Zero its positive side, Zero its negative side, or just skip that map completely. That gives me 8 possibilities L, R, U, D, LU, LD, RU, RD, and there's no good way to map those 16 combos onto those 8 possibilities. (There's also technically the all/nothing possibilities, but those are kinda useless.)

Now think of what would happen with 3 splits: There would be (23)2=64 combos, but only 26 weightmap possibilities, and there's absolutely no good way to pair those up.

from simplex.

illmillrig avatar illmillrig commented on August 23, 2024

yeah, I understand. It just feels so doable in our particular case. the noseWrinkler is being split at the nose bridge, and the funneler is being split between the lips, and there's a combo noseWrinkler_funneler that fixes the lips. but that means the U of funneler with the D of noseWrinkler is the only desired combo after splitting.

do you think there could be a way to assign the mapping (if needed) to something custom like this? so calculate the possible outcomes, and present them to the user for selection? kinda like selecting a falloff on a slider in the context menu

from simplex.

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