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MayaCustomWrapDeformer
Nikos Yiotis
June 30, 2012
MayaCustomWrapDeformer's basic functionality is to deform a high-resolution mesh
by deforming a low-resolution polygonal mesh or NURBS surface.
MayaCustomWrapDeformer is more robust and much faster compared to the built-in
Maya Wrap Deformer and simplifies/automates the rigging process.
MayaCustomWrapDeformer is based on the material presented at Autodesk's 2004
Maya MasterClasses series delivered at SIGGRAPH 2004 by Erik Miller and Paul
Thuriot. The original code found at the Maya Techniques | Custom Character
Toolkit DVD is copyright Autodesk, so I cannot upload it here. A short demo of
MayaCustomWrapDeformer's capabilities is available at http://goo.gl/TMpOb .
Thanks to Jakub Krompolc for providing me with the Custom Character Toolkit DVD.
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=---------------------------------------------------- Primer on Deformers -----=
(aka Modifiers or Space-Warps)
Feel free to skip if you know the basics. This introduction integrates a
combination of others people influential work [6] and Maya's API technical notes
available online, I claim no copyright.
Deformers are used for manipulating (when modelling) or driving (when animating)
low-level components of target geometry. Deformer Nodes are a subset of
Dependency Graph Nodes. Depending on the geometric primitive used, deformers move
selected vertices of polygonal meshes in new locations, whereas for NURBS curves
and surfaces they move around in space vertices that correspond to control points.
Available techniques (most of them or their modifications used in production):
- Space Deformation [1],
- Freeform Deformation,
- Wires [4],
- Handle metaphor -> volumetric energy minimization (Radial Basis Functions,
Botsch05)
- Cage-based manipulation (crude version of the input shape, Ju 2005).
Note that a cage is a polytope *not* a lattice.
- Mean-value/Harmonic/Green coordinates
(instead of Green coordinates, Weber EG09 used holomorphic functions).
- Mesh segmentation coupled with structured mean value coordinates and heat
diffusion, see [3].
- Bounded Biharmonic weights, see [2].
Space Deformations can handle arbitrary input (meshes -even non-manifold-,
point sets, polygon soups). The complexity depends on the control object *NOT*
the input surface. Deformations however, are only slightly aware of the shape
being manipulated. Parts of the mesh with small Euclidean distances correspond
to similar deformations. Local surface detail can be distorted and that's a top
priority that MayaCustomWrapDeformer can handle.
Maya's most popular deformer is a lattice-based deformer, see latticeNoise.h.
However, using a lattice as a control object has a number of drawbacks:
- it makes manipulation difficult (non-intuitive),
- the control object is not (necessarily) related to the shape of the edited
object,
- parts of the shape in Euclidean proximity always deform similarly, even if
they are geodesically far.
Maya's example deformers: latticeNoise.h, offsetNode.cpp, apiMeshShape.h
=---------------------------------------------------------- References ----=
[1] Barr, A. H., Global and Local Deformations of Solid Primitives,
Proceedings of SIGGRAPH ‘84, Computer Graphics 18, 3 (July 1984), 21-30.
[2] Alec Jacobson and Ilya Baran and Jovan Popovi{\'{c}} and Olga Sorkine,
Bounded Biharmonic Weights for Real-Time Deformation, Proceedings of ACM
SIGGRAPH 2011, 30(4), pp. 78:1--78:8, 2011.
[3] Miller, Erick and Lin, Chung-An and Lee, Gene S., iBind: smooth indirect
binding using segmented thin-layers, SIGGRAPH 2009:Talks, 73:1--73:1, 2009.
[4] K. Singh & E. Fiume. Wires: A Geometric Deformation Technique, ACM
SIGGRAPH, Computer Graphics, pp. 405-414 (July 1998).
[5] K. Singh & E. Kokkevis, Skinning Characters using Surface-Oriented
Free-Form Deformations, Proceedings of Graphics Interface, pp. 35--42, 2000.
[6] Sorkine, O. and Botsch, M. 2009. Tutorial: Interactive Shape Modeling and
Deformation. EUROGRAPHICS (2009).
=--------------------------------------------------------------------------=
=------------------------------------------------------------------------------=
=----------------------------------------------- Primer on Wrap Deformers -----=
One wrap deformer needs at least one wrap-influence and one wrap-base. Maya
makes a copy of the influence object and uses it as a base. Wrap-influence
objects are deformable objects themselves and, hence, subject to deformation by
other deformers. Also, one can bind wrap-influence objects to a skeleton by a
smooth or rigid skinning, so that wrap-influence objects influence the NURBS or
polygonal surfaces that provide the character's skin (see Maya's help on
_skinning with wrap deformers_).
MayaCustomWrapDeformer is a wrap deformer (Dependency Graph Deformer) that
deforms a wrap-base object (a high-res mesh) based on a single wrap-influence
object (typically a low-res mesh). A wrap-base object is the object the user
wants to deform, whereas a wrap-influence object (can be more than one) is the
object that influences/drives the deformation. The shape of the wrap-influence(s)
the user provides together with the user-defined transformations, determines the
deformation applied to the wrap-base. Maya generates deformation effects based
on the differences between the wrap-influence(s) and the wrap-base. Any
difference in position, orientation, or scale between the wrap-base and the
wrap-influence(s) results in a deformation of the wrap-base.
Just like with any other Maya deformer, the resolution and the topology of the
wrap-influence mesh are not modified, only the positions of the points are
changed. The position of the points the user selects are modified w.r.t. to the
calculations inside the __deform()__ function. The built-in MPxDeformerNode
internally handles this. The resolution of the wrap-influence affects the
occuring deformations and the computational time.
MayaCustomWrapDeformer relies on a global UV-parametrization of the input
wrap-influence object(s), which comes for free for a model generated in Maya. A
vector and a distance are assigned to each vertex of the wrap-base pointing from
the UV-coord onto the wrap-influence object. UV coordinates, in contrast to XYZ,
are intrinsic coordinates and artists can edit them in the same way they modify
vertex positions.
MayaCustomWrapDeformer supports painted weights and the user can control their
values interactively. This way the transitional influence between the
wrap-influence and the wrap-base has a smooth fall off. Once painted weights are
activated (routine needs to be uncommented, code re-compiled) use
Paint Attributes Tool from Modify Menu for explicit control.
=------------------------------------------------------------------------------=
=-------------------------------------------------------- Implementation ------=
=------------------------------------------------------------- Design -----=
The user feeds input geometry to the plug-in and applies the deformation
module, which modifies the input and produces the desired output geometry.
======
_______________ | MAYA |________________________
/ ====== \
| |
| |
==== =====
| IN | | OUT |
==== =====
| |
| |
| ====== ======== ====== /
\________ | GEOM |_____ | DEFORM |---- | GEOM |---
====== ======== ======
|
|-- polygonal (triagles, quads)
|
|-- subdivision
|
|-- NURBS
=--------------------------------------------------------------------------=
=------------------------------------------------------ Example of use ----=
The user selects and deforms a number of vertices on the wrap-influence object
and the plug-in automatically computes the deformed positions of the wrap-base.
The order of selection _is_ important. Alternatively, I modified a MEL script
written by Erick Miller so that the user can get some feedback when she picks
the wrap-influence and wrap-base in the wrong order, or selects an unsupported
polygonal format.
=--------------------------------------------------------------------------=
=------------------------------------------------------------ Remarks -----=
Note that the topology of the mesh to be deformed should be known before-hand
and should remain fixed before generating the deformer, i.e. the user should
not change the resolution of the wrap-influence once the plug-in is loaded.
Modifying the mesh once the deformer is implemented (for instance, by altering
topological information that is mesh's connectivity) will lead to a crash or
undefined behavior. This is not a real issue though: the user may modify the
topology of the mesh after MayaCustomWrapDeformer is plugged into Maya, by
unloading the deformer first, modify the topology of the deformable mesh and
then load the deformer again.
=--------------------------------------------------------------------------=
=-------------------------------------------------------- Compilation -----=
The plug-in is implemented exclusively in Maya's C++ API favouring performance
and robustness. I compiled the source for Maya 2012 on Mac OSX (Snow Leopard)
with g++ 4.2.1(Maya 2011 plug-ins need to be compiled with g++ 4.0, which is
not available via macports and did not really want to build g++ 4.0 from
source) having modified 'buildconfig' and 'makefile' courtesy Autodesk in
order to get the necessary *.bundle directly without an intermediate xcodeproj.
Note that Maya's 2010 version and upcoming ones were re-built from scratch
with Qt for implementing better & user-friendlier GUI's so favouring Qmake
instead of Cmake for platform-independent builds seems like a better choice.
Finally, I used the terminal shell app that ships with Maya so that I didn't
have to manually configure environment values like MAYA_LOCATION.
=--------------------------------------------------------------------------=
=--------------------------------------------------------------- Tests ----=
The plug-in is tested for a wrap-influence (low-res mesh) consisting of max
~8,7K vertices. Note that this number only depicts the largest tested
threshold and the plug-in might work for wrap-influence meshes of higher
resolution. This is in contrast to the built-in wrap which consists of max
1024 vertices (this, however, needs verification by Autodesk).
Keep in mind though, that since the wrap-influence is the low-res mesh that
drives the deformation, there is no practical merit of using an influence
consisting of more than a few thousand vertices.
As for the wrap-base, complicated cases were effectively treated, i.e. the
plug-in was tested for a wrap-base of ~100K vertices, close to the typical
size of a mesh that animators and riggers are interested in. Note that the
resolution of the wrap-influence mesh obviously affects plug-in's loading and
computational time.
=--------------------------------------------------------------------------=
=------------------------------------------------------ Revision History --=
- 15 June 2012, compiled on Mac OSX (Snow Leopard) with g++ 4.2.1 for Maya 2012.
- 31 July 2011, fixed a bug causing a run-time crash.
- 24 June 2011, finished a toy-version of the wrap deformer for Maya 2011
on Fedora Linux.
=--------------------------------------------------------------------------=
=-------------------------------------------------------- Extensions ------=
- Maya's functions for closest points and normal computations are notoriously
buggy. I am not aware of any other reasonable alternatives.
- Test, test and test some more. Achieve certain quality guarantees through
static code analysis and unit testing techniques. Not sure if Maya API
interacts with Google test or the light-weight CppUnit.
- Alternative routines for getting faster access to the Input Geometry
MObject, by Chad Vernon see http://goo.gl/Td3Yy .
- It seems that the actual bottleneck of the plug-in is the I/O of the
data, so re-writing the code for CUDA is of little gain.
- How easy is to make a stand-alone without too many modifications?
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