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Reviving this topic... I got back to working on this issue, and found a couple of issues. First, I'll describe what's going on. I've got a character's coat, to which we're attaching some mud patches. To do this, I selected the polys under the mud patches, and extracted them as suggested before. Everything works (the extracted mesh does follow the original coat's deformations). My idea was to use these extracted polys as a cage for a cage deformer on the mud patches. I'm having two issues. First, creating the cage deformer on the mud patches mesh, using the extracted mesh as the cage, has thrown out any sense of interactivity out the window, big time. The rig went from real time to "wait 10 seconds for anything to happen". The animators will definitely not work with this. Second, I don't know if it's related to the above or not, but it seems the cage deformer is not really working (as expected, at least). There's a mud splat on the forearm, for example. When SI finished applying the cage deformer to the mud patches, I can see the weight points all over the mud mesh. Fine. However when I rotate the forearm up (and after waiting for a while for anything to happen), the patch on the forearm loses all its weight colors and goes completely blue, staying in its place, instead of following the forearm. Its as if the cage that influences it walked away, leaving it with no weights (instead of it following the cage). I don't know if its because the deformer does not understand the procedural deformations happening on the extracted mesh or what. I also tried moving the cage operator from the Modeling stack over to the Animation stack. It made no difference. In any case, the complete grind in performance may stop me from using this approach at all. I'm open to additional suggestions. If anyone knows of alternative ways (ICE?) of deforming a mesh with another, I'm all ears. Before anyone suggests this one... GATOR is not an option (the original coat uses a very complex system of layered deformations involving envelopes, lattices, and ICE trees. GATOR seems to ignore a lot of these things). Cheers!! ![]() On 24/10/2013 6:03 PM, Sergio Mucino wrote: This is definitely gonna work. Thanks Grahame! I'll continue tomorrow. |
- 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... Grahame Fuller
- 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... Matt Lind
- 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 Deformer... Sergio Mucino
- Re: Equivalent to Maya's Wrap Deformer... Sergio Mucino
- Re: Equivalent to Maya's Wrap Deformer... Steven Caron
- Re: Equivalent to Maya's Wrap Deformer... David Barosin
- 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... Steven Caron
- Re: Equivalent to Maya's Wrap Deformer... Jeremie Passerin
- RE: Equivalent to Maya's Wrap Deformer... Manny Papamanos
- Re: Equivalent to Maya's Wrap Deformer... Sergio Mucino
- RE: Equivalent to Maya's Wrap Deformer... Manny Papamanos
- RE: Equivalent to Maya's Wrap Deformer... Leonard Koch




