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CaptRuss
09-18-2002, 08:14 AM
In a recent thread I noticed Mr. Stahlberg mention that he'd smooth bind a low poly mesh to the skelton, and in turn use that to wrap deform the High poly mesh.
Its not the first time I've heard that mentioned. However, I'm unaware of the advantages that this gives? What's the purpose of the wrapping?

thanks, just wondering.

Russ

MCronin
09-18-2002, 08:19 AM
It's just easier and less time consuming to work with.

wedge
09-18-2002, 08:50 AM
its much easier to deal with 400 polys than 11,000...

also, strange things can happen when you mess with the smooth version, but many of these things are "smoothed out" by the... uhh... smoothing... when you toy with the lowpoly mesh.

CaptRuss
09-18-2002, 07:30 PM
I think I get it... its so you don't have to tweak smoothing settings, paint paint paint, on the 400000 poly model, but just on a lowpoly one. Is that it? And wrapping it pretty much has the highpoly deforming pretty much correctly?

This include doing blend shapes on the low poly, and the highpoly pretty much moves correctly?

Interesting...

thanks!

Russ

dmcgrath
09-18-2002, 08:31 PM
Ive also heard of using a lower poly character to drive a nurbs surface. Often this will keep smaller seams from splitting apart.
For animation purposes this is one of the best ways to work.

Shifting the topic a little, I watched one of those $120 DVD's from A/W and someone from Weta group was at the siggraph. He actually had 3 characters skinned to the same skeleton. A box character, one that has very few faces but all the correct volumes, with no surface attachments. Then a low-poly character, and a fully detailed high poly character. The box one was perfect for rough animations and fast motions, the computer didnt have to show all the deformations at the joints when playing it on the fly.

-dan

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