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Cage deformer is definitely not going to work. For some reason, the
moment I add it, the mesh it was added to (the driven mesh) is being
shifted to the side. I can't have that offset (I'm not even sure why
it is being created). Is there a way via ICE to get the point positions of one mesh, and set them on another mesh that has a different topology? Basically, I want to look at the closest point from the source mesh, and set its position on each point of the target mesh (the deltas will be 0, since the positions are exactly the same... the target mesh is a copy of the source mesh, but with several polygons deleted). ![]() On 24/10/2013 4:43 PM, Manny Papamanos wrote: I use cage all the time, it has saved my rear quite a few times and I can't complain about its performance. Like David said, reducing the 'falloff' helps immensely, (those cage settings are sometimes overlooked cause they are pretty deep).. Plus, be sure that your cage is as low poly as possible, this makes a huge difference. Run your cage object through a poly reduction before the cage if needed.Manny Papamanos Product Support Specialist Softimage and Motionbuilder From: [email protected] [mailto:[email protected]] On Behalf Of David Gallagher Sent: Thursday, October 24, 2013 4:36 PM To: [email protected] Subject: Re: Equivalent to Maya's Wrap Deformer... Really, I've had much better luck with CageDeform than Maya's WrapDeformer, which tends to be unstable and poppy. Have you tried different settings here? Is there an ICE CageDeform out there? [cid:[email protected]] On 10/24/2013 2:05 PM, Sergio Mucino wrote: Okay. I can see why the Cage deformer is regarded as slow... daaaaaamnnn! That's definitely not gonna work for us (plus, there's a weird offset coming from somewhere). I'm gonna have to cluster these meshes over to the mesh they're trying to follow... ugh... [cid:[email protected]] On 24/10/2013 3:45 PM, Sergio Mucino wrote: My other problem is that in some parts, this mesh I'm trying to fit overlaps other meshes, so It needs to be deformer by more than one source mesh. [cid:[email protected]] On 24/10/2013 3:42 PM, Sergio Mucino wrote: I have a mesh that I need to have deform by another. I cannot do a GATOR weight transfer because the source mesh is being driven by an ICE tree reading and setting point positions, not by weights. I was wondering what would be the best way to achieve this. I did a little bit of research, and it seems that the Cage Deformer is regarded as somewhat slow. Any other options? Can ICE do something similar? Thanks for any help! -- [cid:[email protected]] |
- Re: Equivalent to Maya's Wrap Deformer... Sergio Mucino
- Re: Equivalent to Maya's Wrap Deformer... Sergio Mucino
- Re: Equivalent to Maya's Wrap Deformer... Mirko Jankovic
- Re: Equivalent to Maya's Wrap Deformer... Steven Caron
- Re: Equivalent to Maya's Wrap Deformer... Sergio Mucino
- Re: Equivalent to Maya's Wrap Deformer... Steven Caron
- RE: Equivalent to Maya's Wrap Deforme... Grahame Fuller
- Re: Equivalent to Maya's Wrap Def... Steven Caron
- Re: Equivalent to Maya's Wrap Deforme... Sergio Mucino
- Re: Equivalent to Maya's Wrap Def... Sergio Mucino
- Re: Equivalent to Maya's Wrap Deformer... Sergio Mucino
- RE: Equivalent to Maya's Wrap Deformer... Grahame Fuller
- Re: Equivalent to Maya's Wrap Deformer... Sergio Mucino
- RE: Equivalent to Maya's Wrap Deforme... Grahame Fuller
- RE: Equivalent to Maya's Wrap Def... Grahame Fuller
- Re: Equivalent to Maya's Wrap Def... Sergio Mucino
- Re: Equivalent to Maya's Wrap Def... Sergio Mucino
- RE: Equivalent to Maya's Wrap Def... Matt Lind
- Re: Equivalent to Maya's Wrap Def... Sergio Mucino
- RE: Equivalent to Maya's Wrap Def... Grahame Fuller
- Re: Equivalent to Maya's Wrap Def... Sergio Mucino


