PDA

View Full Version : Wrap, CPS or ..........


CuTnPaste
11-21-2003, 01:32 AM
Hello....I've a problem (MAyA)...after modeling a low poly character, I would use it to move an high poly version of it.
So...I've found some information about the Connect poly shape tool and the Wrap deformer method (used by Stalberg, too).

the cps works.....but I need to use the tool feature....you know...it's not completely free for the user...

with the wrap I've found a lot of problems to calculate the deformer....when I test with some stupid example objects then Maya works fine, BUT...when I test it on a robust model with his low poly cage, I cannot see the result because Maya calculate forever the initial join between the cage and the hires model....
it works only for really low poly model.
I mean that with a hires with 10000 poly, maya crash during the calculation phase...
sob
:cry:

Someone could suggest me the right way or the right tutorial?

thank you

mikesnail
11-21-2003, 09:33 AM
hi, i am not sure how much this will help, as i am an XSI user, but the methodolgy sounds similar, i have a tutorial that uses a feature called "shrinkwrap" where the mesh can be defromed through the collision of another object without the need for calcuation, it sounds like your trying to do a similar thing but in maya.
from my experience, this kind of method is very cpu intensive, so will slow your machine down a lot if used through the entire character, also, and this maybe different in maya, but in xsi it runs from the deformers center, so for something such as a character it would be impossible to apply it as one, you would have to break your character up into clusters in order to get maximum efficiency.
anyway, heres the link to my tut, i am not sure if what i have said is relavant or not, but hope it helps ne way.
http://www.starlitestudios.net/shrink_tut.htm

mike.
www.starlitestudios.net
hejherbert@hotmail.com

Atwooki
11-21-2003, 09:48 AM
CutNPaste:
I mean that with a hires with 10000 poly, maya crash during the calculation phase...

Delete the 'history' on on your model, and the 'hires' mesh...
Also delete the bottom three attributes for the lo-res object in the 'Channel box'
Then open the option box for 'CPS', scroll down and 'up' the values for the poly-count and re-CPS... :)

Atwooki

CuTnPaste
11-21-2003, 10:53 AM
Thanks,

but I have problem with Wrap method....


CPS works fine.....(thank you for your suggestions to improve speed)

Do you think that CPS is the best way?

Goob
11-21-2003, 11:52 AM
I think the key is the max distance attribute. create a wrap with use max distance checked and the smallest working value.

goob.

kemijo
12-14-2003, 02:45 AM
I would use CPS tools personally...used it a few times and it worked quite well.

Wrap deformers are memory pigs...even when adjusted using max distance it is still quite slow. The idea is that once you've wrapped the model, then you turn off the high res model (using layers, hiding it, or turning off wrap node by changing it's nodestate) the and animate the low res res...and why stop there? Create an even lower res version (from the 'cage' version), separate into peices and parent each peice to a bone...can't get much faster than that. Keep in mind that Maya also has a Smooth Proxy tool, which is something like CPS (but not as good IMO) and that can be used...I've never tried though.

Also, if your low res character is fully modeled, fully UVed, and fully textured, you could just convert the model to subdivs...it will keep all textures and so on intact, and then you have a render version and a low res version...and each version can be individually selected and hidden by selecting your model and pickwalking down and then left or right. Hide the high res and animate, unhide and render. I only suggest using subdivs when you've finished texturing (or at least UVs are final) because the UV tools for Maya subdivs are somewhat limited compared to polys.

CuTnPaste
12-15-2003, 09:01 AM
Hey...thank you!

At the moment, I'm working using WRAP deformer....I'll say to you my impressions.

http://paolodaolio.supereva.it/tmp/IronBang/wip08.jpg
http://paolodaolio.supereva.it/tmp/IronBang/wip09.jpg

kemijo
12-16-2003, 11:34 AM
That looks neat! Nice style.

It looks like the wrap is working will for you, which is good...if it isn't bogging you down too much than you're doing well. I like wraps a lot but I use them mainly for localized deformations.

CuTnPaste
12-16-2003, 11:38 AM
Yes...I will use it for localized deformations too....or I will try with the stalberg process...(with blendshape I mean)....

thank you for your posts

CGTalk Moderation
01-16-2006, 06:00 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.