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License: GNU Lesser General Public License v3.0
The Simplex Blendshape UI from Blur Studio
License: GNU Lesser General Public License v3.0
That simplexdialog.py
file is huge. I should split it up into multiple files so it's easier to manage. For instance, the trees (and their models) could easily be split out. The settings panel could be it's own widget as well.
Hi, sorry if this is a bug of mine. The problem I'm having is that when I have three sliders, for example, jawOpen = 0.5, smileLeft = 1, and smileRight = 1, I can create a combo and the new blendshape is created and linked in yellow in the blendshape node. However, if I extract the mesh to sculpt it, the blendshape is no longer linked. This problem only occurs when one of the slider values is not at 1
.
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No response
maya 2022
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It's possible to input invalid names into the slider tree. I broke a setup by renaming a slider to "(("
Hey, So ran into an interesting splitting issue today, and wanted to get your thoughts on it. It's a little difficult to describe so here it goes....
there are two shapes and a combo:
shape1_X_Y
shape2_X_Y
shape1_X_Y_shape2_X_Y
after we split we get 8 sliders, and 4 combos
shape1_L_U
shape1_L_D
shape1_R_U
shape1_R_D
shape2_L_U
shape2_L_D
shape2_R_U
shape2_R_D
shape1_L_U_shape2_L_U
shape1_L_D_shape2_L_D
shape1_R_U_shape2_R_U
shape1_R_D_shape2_R_D
Let's just look a the Left side for now
shape1_L_U
shape1_L_D
shape2_L_U
shape2_L_D
shape1_L_U_shape2_L_U
shape1_L_D_shape2_L_D
the combos we got after splitting are not ALL the possible permutations. these are the possible combos...
shape1_L_U_shape2_L_U
shape1_L_D_shape2_L_D
shape1_L_U_shape2_L_D
shape1_L_D_shape2_L_U
there are two permutations we did not get where the L_U is combo'd with the L_D, and these are the combos that we want in this particular case.
shape1_L_U_shape2_L_D
shape1_L_D_shape2_L_U
one shape is being split at the lips vertically, and the other at the nose bridge vertically, we need the top of the former, and lower of the latter to be the resulting combo
:D
Write a tool/button that will extract shapes from some external object (rather than the base head). That way we can apply complex arbitrary deformations/transformations to a head for extraction.
When middle mouse dragging the values in the UI, each 'tick' sent from the UI is an individual undo step.
I should set things up so that the undo bead is opened on MMB down, and closed on MMB up
This is a big one.
There are shapes that turn on whenever one slider turns on. These are the main sliders.
There are shapes that turn on whenever multiple sliders turn on. These are combos.
Those two things give us access to all the shape extremes... but then we add progressions.
We can have a cheap shape turn on halfway to turning on a slider.
We can have a cheap shape turn on halfway to turning on a combo.
We can't currently have a cheap shape turn on halfway between two combos. This is a Traversal.
We can do it the expensive way using a free floating shape, and that's fine up to a point. However, that will only ever give us linear interpolation.
This would be an advanced option, and probably wouldn't be used too often. However, it would be nice for PSD like setups, and high quality eye shapes.
This probably requires a new tree for the ui, so this should wait until the trees are abstracted.
Sometimes you have to extract a lot of shapes. Add a progress bar for the extraction process
Hey, we were looking at implementing this but wanted to check if you had already started it. If not, do you have any suggestions or tips for how best to go about it?
thanks
Qt.py is a much better way of handling the differences between PyQt4, PySide and PySide2. Switch over to using this library
a quick grep of the word 'Corrective' and the resulting methods leads me to believe that Simplex no longer handles corrective shapes?
Figure out some way to build a face rig as some average of multiple other face rigs. Or even a painted blend of multiple face rigs.
This would give us the ability to quickly get first-pass faces out by mixing/matching parts of faces we already have done.
Add the ability to reorder combo names by a priority list.
I foresee a right-click menu that allows you to reorder the names for a selection. Then all contributing shapes show up in a drag/drop list and the artist can reorder them by priority
A-la BCS, add a 'tweak mix' tool.
This should be relatively simple to set up: Get all shapes that contribute to a combo (including all previous combos), extract them separately, and build a simple blendshape node out of them. Then reconnect this output shape as a live (or non-live) combo connection.
This will allow an artist to tweak the contributions to a combo to get a better mixed result, because sometimes it's easier to add/remove influence from previous shapes than to sculpt from scratch.
Undos cause the trees to collapse unexpectedly.
Make the tree-expansion more consistent
It would be very nice to be able to preserve a combo. Meaning it would stay constant when shapes or lower order combos change.
Add the ability to right-click on a combo and extract its 'raw' shape. This is the shape that includes all input shapes, and all previous combos, but not itself.
Add the ability to easily mute a shape.
Importing an smpx file onto a head that has multiple shape nodes fails. Right now, I have follicle nodes as children, next to shape node parented to a transform. It errors out :(
Live-extracting a combo, then hitting the connect button causes an error. This bug was probably introduced when I changed things over to the multi-shape setup.
When extracting lots of things, it's easy to select a groupItem then extract. However, when extracting, it will extract every child of that group, rather than only the visible items.
So make the extraction process only deal with what's visible in the filtered trees.
Add an isolation mode for sliders that would show only the selected sliders, and the combos made from only those sliders.
If an error occurs during a combo shape connection, there are a lot of intermediate meshes left sitting around. These should be cleaned up
I'm getting this error when running the latest release:
UV's should be included in the output for both visualization and technical reasons.
Having UV's is very useful, especially if you have a single head topology or a single unified UV layout.
Build a quickfind feature into the trees. It should work similar to code completion.
Hit a hotkey to bring up a textbox that then populates a list of fuzzy matches to whatever's typed.
Simple, pure python fuzzy finder algorithm:
https://gist.github.com/tbttfox/3d44fd4c9cda9c18b0a2a40da9a8fea5
Make it work
Say we have a progression with multiple, evenly spaced shapes. If we update the last shape in the progression, we need a way to update the other shapes as percentages of the delta of our change
There's no reason to have splitting values be hard-coded. put them into a list and iterate over the list so we can do more than just the 3 main splits
No response
No response
Changing the 'Weight Interpolation' from Spline to Linear in the settings dropdown doesn't actually change the system in any way. If you click off, then click back on the slider you just changed, it will be the way it started.
Changes made to names of Combos and Combo shapes do not get passed through to the simplex node and the shape names themselves don't change, it only changes the name in the interface. This is likely because the renameCombo function doesn't call an appropriate DCC command to actually change things.
As an in-development tool, this is a bit difficult to get working and updated for some artists.
Make an installer and github updater script.
Creating two combos with the same input sliders will double-create the blendshape (at least in Maya). Add a proper check to see if a combo already exists on creation
Update combo names on slider name change
I'm moving the slider with the middle click of the mouse
plus works as expected but minus doesn't
I thought the slider's value would go down
Create any slider, click the mouse middle, and move
No response
window 11
maya 2024.2
maya 2022.5
It looks like it's working fine on YouTube video. But I don't.
Is this my only problem?
When connecting lots of shapes, it wouldn't be too difficult to always do them in order of combo depth.
So regular shapes first, then combos of depth 2, 3, 4, etc...
Sometimes the slide values are changed from outside the Simplex UI
Figure out some way to update the UI with the true values.
We can't really connect to all value updates because that would be slow, so maybe just update on mouseover or something?
This can leave a mismatch between the names, and resulting in bad splits.
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