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

bassam bassam at urchn.org
Sat Feb 13 18:06:37 CET 2016


Yessss! I'm glad others have run into the same problem. Vertex parent is the closest thing but often there aren't enough vertices, or you want to smoothly make it dynamic during animation.
Shrinkwrap alone won't do it because it will slide around.

 Hadrien Brissaud <hadriscus at gmail.com> wrote:

>Thanks Douglas. I think this has the same shortcomings : shrinkwrap
>projects onto a surface, but does not keep up with it when it moves away.
>In addition to the shrinkwrap the object must be constrained by a bone that
>follows the surface as close as possible (think of a jacket, or a human
>body). Along with the childof+vgroup method - which kinda works to keep an
>object attached and aligned, only it does not rotate along with it - this
>is the more likely to work, but still requires an elaborate set up.
>
>Mind you, so far I have managed without it ! I just figured it could be
>made simpler.
>
>Hadrien
>
>On 13 February 2016 at 17:25, Hadrien Brissaud <hadriscus at gmail.com> wrote:
>
>> Paweł it works alright with single fixed objects; however this parenting
>> unlike a constraint is a fixed thing, so the object will always move along
>> with its parent vertex... even when a bone childof-constrains it on top (=
>> when you need to detach the object, you can't).
>> Furthermore it is impossible to make it part of an armature, for no more
>> than a single bone can be parented to a vertex (or a set of three
>> vertices). That means no pose mode for animating the object itself, and it
>> can't be part of the same action as the armature (granted this is not so
>> important).
>>
>> On 13 February 2016 at 17:09, Paweł Łyczkowski <pawellyczkowski at gmail.com>
>> wrote:
>>
>>> @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
>>> > 


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