[Bf-committers] Similar Surface modifier

Daniel Genrich daniel.genrich at gmx.net
Thu Oct 29 16:13:52 CET 2009


Helo there,

Does anyone here ever tried the "ShrinkWRAP" modifier? It was especially 
designed for that purpose.



Charles Wardlaw schrieb:
> Sounds a lot like Maya's wrap deformer. LW has a nice one too-- you  
> can choose whether or not the deformer is calculated as hard bodies or  
> as skinned meshes. This makes it easy to use a series of cubes to  
> deform a set of high-poly train cars without the cars bending in the  
> middle. (Think it's called HardFX Linker? It's been a while.)
>
> It'd be an awesome addition to Blender, and not just for cloth. We  
> used it on a project at my last job to transfer animation from a low- 
> res mesh to a high res one, and also to transfer to a high-res fur cage.
>
> ~ C
>
>
>
> On 2009-10-29, at 8:59 AM, Roland Hess <rolandh at reed-witting.com> wrote:
>
>   
>> Hi folks --
>>
>> With Durian in progress, I wanted to share a thought I'd had with both
>> the artistic and development teams. Having tried to use the cloth  
>> sim a
>> number of times in a production capacity, one of the critical
>> shortcomings I've identified (and one that I'm sure you'll run into)  
>> is
>> the deficiencies the system has with complex clothing designs. I don't
>> mean high poly counts, but places where in an actual piece of clothing
>> the fabric is layered: cuffs, the doubled ridge of cloth that runs  
>> down
>> the front of an Oxford, pockets, lapels, etc.
>>
>> Obviously, there are workarounds, but I have a solution that I'm not
>> going to have time to implement myself. I built the modifier structure
>> and basics, but once I realized I'd never coded with the modifier  
>> system
>> or dealt with mesh data directly I realized that it would require more
>> time than I had, and would be fairly easily accomplished by someone
>> already familiar with it.
>>
>> I think a good solution to this problem would be a "Similar Surface"
>> (name for artists) or a "Hook Web" (name for devs) modifier. Simply  
>> put,
>> the modifier is a "bind" type one, a la the cage deformer. The user
>> creates a fairly simple structure upon which to run a cloth sim (or  
>> any
>> other deform technique, actually). Then, the user creates their "high
>> res" clothing, which includes all the nice things like buttons,
>> epaulets, cuffs, pockets, layering, etc. Clearly that would never
>> survive an actual cloth sim. When the user BINDS the high res clothing
>> to the sim'ed simpler one, the following happens:
>>
>> 1. For each vert in the high res, a virtual hook is created. Within  
>> the
>> modifier, it would be an array of hook objects (obHook). Hook data
>> structure is deprecated in favor of the hook modifier, but the DNA is
>> still there.
>> 2. Where does the virtual hook attach? The shrink wrap "nearest  
>> point on
>> mesh" procedure is used to identify. Then, the verts that make up the
>> identified face of the underlying mesh become the vertex parents of  
>> the
>> virtual hook.
>>
>> That's it. This would allow complex, multi-layered clothing to be  
>> driven
>> by an underlying cloth simulation.
>>
>> From reading the DNA and modifier code, it appears that everything is
>> already there. We need someone who is familiar with mesh coding and
>> modifiers to put it together. Unless I miss my guess, the Durian team
>> WILL be asking for something like this in the near future.
>>
>> -- 
>> Roland Hess
>> harkyman
>>
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>>     
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