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

Jacob Merrill blueprintrandom1 at gmail.com
Sat Feb 13 20:01:04 CET 2016


what about shrink wrap / apply -> skin armature ?

why not use the armature modifier and paint weights?



On Sat, Feb 13, 2016 at 9:06 AM, bassam <bassam at urchn.org> wrote:

> 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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