Feb 242009
 

I elected to pay my dues to SWITCH.CH by credit card and got redirected to this:

ubs3dsecure

Now I have a credit card from UBS, I’m paying SWITCH and I end up at CARCENTER.CH on what looks like a teenage-hacker effort?

Believe it or not, this is indeed UBS’s implementation of 3D-Secure, which as you can read in that Wikipedia article, seems to be less than perfect. Amusingly, returning to the same URL I get this:

ubs21

which pretty well says it all. With all the other snafus the bank has been accumulating, one wonders how long it can go on…

Feb 182009
 

A recurrent problem occurs when you’ve spent hours/days/months rigging and skinning a biped and discover that your initial scale or size was wrong, either because you need to merge the biped into an existing scene with a different scale or you need to change your system units. I spent an inordinate amount of time trying to resolve this and found this solution:

In this example, I’m converting a model that’s 130 centimetres high with system units in inches to 130 centimetres in system units in centimetres – in other words making the model 2.54 times bigger, but it should work for any other type of scaling.

Input A scene X containing a skinned, weighted mesh on a biped. The biped is called BIP, the mesh is called BODY with a skin modifier.

Desired output A scene Y containing the same biped, with the mesh, bones and weights correctly scaled to a different size and/or units.

Prepare to convert

  1. Open X. Select the biped. Motion->Biped->Figure mode. Save File button to create BIP.FIG
  2. Select BODY. Select Skin modifier->Envelope. Open Advanced Parameters. Click save and create BIP.ENV
  3. Select BODY. Delete all modifiers (symmetry, skin etc). Save the scene as X1.MAX

You now have X1.MAX which contains the base mesh without modifiers, a FIG file with the biped definition and an ENV file with the envelope weights.

Create the new scene

  1. Reset
  2. If you need to change the system units for the new scene : Customise->Units Setup->System Units and change them
  3. File->Merge X1.MAX and select BODY. If you’re prompted, choose convert units (and not “adapt to file’s scale”). Check that your scene now contains only the mesh with no modifiers.
  4. Use Tools->Measure distance in front view to confirm that the mesh is indeed 130 cm high – not the 51 cm that you might have expected when changing from inches to centimetres
  5. Create->Systems->Biped. Drag in the front viewport to create a tiny biped next to your mesh (make it knee-high to your mesh)
  6. Select the COM of the tiny BIP01 you just created. Motion->Figure mode. Click load file and select the BIP.FIG you created above. The biped should centre to your mesh but it’ll be 2.54 times smaller, standing between your biped’s ankles. Check in top view.
  7. With BIP01 still selected, open motion->Structure and note the BIP’s height (just under ankle attach). Multiply this value by 2.54 and replace the height with this new value. This seems to be the trick to scaling a biped correctly. BIP01 should now match the size of the mesh closely. Make BIP01 see-through (object properties) and orbit in perspective to check that the bones and mesh are correctly aligned.
  8. If your mesh was only one half, select BODY and add symmetry (and any other pre-skin modifiers).
  9. Add a Skin modifier onto BODY.
  10. Select BODY->Skin->Envelope. Open Advanced and load BIP.ENV.
  11. Save scene as Y.

You should now have a new mesh and biped, correctly scaled. You’ll need to check and maybe fix by hand:

  • Vertex weights. Select each bone and look carefully for misplaced red vertices. Similarly, exercise the bones (not in figure mode) to isolate vertices that should be red but no longer are. The most efficient way to do this is to move the bone and select skin->envelope to adjust the buggered vertices by opening the toolbox and copy/pasting the weight of an adjacent vertex.
  • Polygons. Depending on the scaling you migh see some narrow holes in the mesh, visible as pairs of parallel edges which have “moved apart”. Fix by welding with a low threshold.
  • Bones. I have experienced an unexpectedly shortened neck making the head a little low; go into figure mode and scale as needed, this doesn’t usually mess up the vertex weights.
  • Saved postures and poses. Don’t seem to translate so well for me, often making the biped look like a fatal trauma case. I found it quicker to redo them from scratch.

Good luck!

 Posted by at 9:24 pm  Tagged with:
Feb 102009
 

Two week’s holidays in Cambodia, a delightful country which reminds me strongly and perhaps not surprisingly of Myanmar (Burma). Getting there is easy but protracted: Geneva – Paris – Ho Chi Minh – Siem Riep. The second leg is 12 hours going and 13.5 returning, not exactly pleasant when you’re travelling cattle-class.
This is quickly forgotten on arrival. The people are gentle, friendly, always ready to help and wear a permanent and engaging smile. Siem Riep is home to hundreds of temples dating back as far as the 7th century, many in remarkable condition. Angkor Wat is the most famous satelite view of Angkor but not my favourite. Despite the astonishing monuments around Siem Riep, home to Angkor Wat, the country has not been tainted by excessive tourism. The food is superb, perhaps my only gripe is the state of the roads, riddled with potholes. Pictures