[Bf-funboard] UV space constraint (stick on surface)

Knapp magick.crow at gmail.com
Sat Feb 13 16:30:23 CET 2016


I posted this idea a few years ago. I can't remember the conclusion now but
I am sure you could look it up. The back emails must be on the web
somewhere.
Douglas E Knapp

On Sat, Feb 13, 2016 at 4:08 PM, Hadrien Brissaud <hadriscus at gmail.com>
wrote:

> Hi everyone,
>
> every now and then people on ba.org are asking about ways to constrain a
> object to a surface, like a shirt button, or any other prop you'd want to
> stick to a deforming surface. Right now the best way I can think of is
> parenting the object to a bone you've set up to follow the surface as
> accurately as possible (along with shrinkwrap constraint, and so on), or
> using the dorito method with the new depsgraph (
> https://www.youtube.com/watch?v=SfgHAWTMLrE).
> The first is a workaround that's difficult to make accurate while the
> second depends on the new depsgraph being active, and as far as I know it
> is note quite final.
>
> In maya one would use hair follicles, which are stuck to the mesh in uv
> space, and you'd constrain to one of these follicles whatever it is you
> want to be stuck onto the surface. It is a very straightforward manner of
> solving this problem and I think having a uv space constraint in blender as
> a separate method would be cool, until the new depsgraph lands (I don't
> know of an eta for this).
>
> So that was just an idea. Obviously I does not work with overlapping uvs,
> and it breaks if uvs change, but that's the toll. Thoughts ?
>
> Hadrien
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>



-- 
Douglas E Knapp, MSAOM, LAc.


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