Hi Pablo,

Thanks for your comments. However I'm not able to reach a usable 
solution even with "nearest surface point". I've tried everything, 
without succeed. If you want to try I've uploaded a simplified version 
of the eye rig: http://www.pasteall.org/blend/14049 . The "target" bone 
should keep the eye looking at it. Then you can scale bones 
eyeball_internal and eyballe_external to change, independently, the size 
of the iris and the pupil.

Anyway, I think we both agree the "project" mode for the Shrinkwrap 
modifier is not working as expected and "using projection mode is not 
such a good idea, it has many many problems with rigged meshes. ". So I 
guess it should be fixed/improved/whatever. Is there a proper way to ask 
for this fix? I mean apart of a bug report or posting the problem in 
this mailing list ;)

And about the complex deformations " but what if the face of the monkey 
was also deformed by other bones or shapekeys? ". I guess that is simply 
impossible to do right now. Maybe in a few years...

Thanks,

Vicente

El 18/05/12 15:47, Juan Pablo Bouza escribió:
> Hi Vicente!
>
> First of all I'm a blender user, not a blender coder :)
>
> I see your problem, and it seems a very difficult one...  For simple 
> deformations the axis choice would work, but what if the face of the monkey 
> was also deformed by other bones or shapekeys? In that case not even a change 
> in the axis object would work, and it would require a kind of per face axis 
> selection..
>
> But well, I've used shrink wrap for very complex situations, like flat eyes 
> moving over the face of a cartoon character and also a complex human muscle 
> systems. What I can tell you is that using projection mode is not such a good 
> idea, it has many many problems with rigged meshes.
>
> The best technique I've found is using the "nearest surface point" mode, and 
> then subividing the target surface mesh with a subsurf modifier. That way, 
> the projected object will move smoothly over the the faces of the other mesh. 
> This technique is 100% effective.
>
> I hope this helps!
>                                       
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