[Bf-committers] Concept bug with Shrinkwrap(projection)+armatures
Vicente
vicentecarro at gmail.com
Tue May 22 00:53:12 CEST 2012
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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