Studying this Entagma approach to recreating C4D's spline wrap deformer (very similar to XSI's Deform by Curve) in Houdini might provide some clues as to how to create something similar in Maya. I have no experience of creating custom tools for Maya but the Houdini custom tool approach might spark some inspiration for somebody more experienced in Maya's underlying wiring.
http://www.entagma.com/rebuilding-the-c4d-spline-wrap-deformer-in-houdini/ On 22 August 2017 at 21:32, Matt Lind <[email protected]> wrote: > The flipping problem is due to a property of curves. > > A parametric curve's normal always points in the direction of concavity at > a > given location. The normal will flip where the curve transitions from > concave to convex (and vice versa), such as at the mid-section of an "S" > curve. Tools will often apply a "Frenet" frame which is an added layer of > math that walks along the curve and unifies the normal direction by > applying > local rotations to buffer the flipping, but Maya doesn't appear to be using > one. > > Specifying a linear quantity such as an up vector will not resolve the > issue > as you need a correction along the flow of the curve, not a fixed point or > direction in a linear coordinate space. > > Matt > > > Date: Tue, 22 Aug 2017 17:25:02 +0200 (CEST) > From: Morten Bartholdy <[email protected]> > Subject: Re: Otish - is there a Maya equivalent of XSI's Deform by > Curve? > To: "Official Softimage Users Mailing List. > > I have just tried all the options for World Up Type - they just produce > different types of flipping. > > I will try lattice on curve and see how it goes. > > MB > > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. >
------ Softimage Mailing List. To unsubscribe, send a mail to [email protected] with "unsubscribe" in the subject, and reply to confirm.

