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

Paweł Łyczkowski pawellyczkowski at gmail.com
Sat Feb 13 17:09:51 CET 2016


@Hadrien You can always use Parent to Vertex -
http://blender.stackexchange.com/questions/34324/how-do-i-stick-an-object-to-another-objects-vertex

On Sat, Feb 13, 2016 at 5:08 PM Hadrien Brissaud <hadriscus at gmail.com>
wrote:

> I do not see a search field, but if you have an idea around what time you
> made that suggestion we can find it. I am really curious to read what was
> said.
>
> On 13 February 2016 at 17:03, Knapp <magick.crow at gmail.com> wrote:
>
> > http://lists.blender.org/mailman/listinfo/bf-docboard
> >
> > On Sat, Feb 13, 2016 at 4:48 PM, Hadrien Brissaud <hadriscus at gmail.com>
> > wrote:
> >
> > > Any idea how I can search the mailing list archive ?
> > >
> > > On 13 February 2016 at 16:30, Knapp <magick.crow at gmail.com> wrote:
> > >
> > > > 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
> > > > > _______________________________________________
> > > > > Bf-funboard mailing list
> > > > > Bf-funboard at blender.org
> > > > > http://lists.blender.org/mailman/listinfo/bf-funboard
> > > > >
> > > >
> > > >
> > > >
> > > > --
> > > > Douglas E Knapp, MSAOM, LAc.
> > > > _______________________________________________
> > > > Bf-funboard mailing list
> > > > Bf-funboard at blender.org
> > > > http://lists.blender.org/mailman/listinfo/bf-funboard
> > > >
> > > _______________________________________________
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> > >
> >
> >
> >
> > --
> > Douglas E Knapp, MSAOM, LAc.
> > _______________________________________________
> > Bf-funboard mailing list
> > Bf-funboard at blender.org
> > http://lists.blender.org/mailman/listinfo/bf-funboard
> >
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