View Full Version : 2 seperate geometery & blends, become one smooth mesh ?
kryoboy 03-01-2005, 08:34 PM is there a script that will use the unite, and merge vert nodes to say:
allow you to have 2 seprate geometrys like the face and body, and combine and merge the verts.
so they can have seprate blendshapes and act as one smooth mesh from 2 seperate low poly mesh.
i know its possible since i can do i manually by hacking at the hypergraph at a smooth proxy but its a huge hassle.. there has to be something more simple to do this..
anyone ?
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Lomax
03-01-2005, 08:53 PM
why not keep them seperate?
With the right amount of overlapping geometry and transparency, it may not be noticeable...
kryoboy
03-01-2005, 09:08 PM
well, why should we waist our time with overlapping geometry or playing hide the seam, when its already possible to just have the two low poly meshes with seprate blendshapes combined in the smooth proxy prossess?
i can live with hiding the seam under the jawline, and behind the ear.. i was just wondering if there is a script out there to do it. since you can do it by hacking at the smooth proxy and unite nodes, created when u make the proxy. soo why not ?
Lomax
03-02-2005, 01:36 AM
From my own tests, it looks like both blendshape nodes would be preserved, with no hacking involved (as long as the history is left alone).
Depending on the complexity of the character/rig though, the history may slow things down.
kryoboy
03-02-2005, 11:57 AM
only hack i had to do was routing the matrix of the head and body though the polyunite node, that was a "full"smooth proxy of a cube on the Y axes, only problem is the polyUnite really doesnt like to do this and will still conform to the smooth proxy option box like the -y or + y. uwant the proxy on. witch is a problem cause ur head will be upside down, or not in place. so you have to do some unnessary things to get the head to line up after you do this...
is there a better way ?
if only there was a script to create the "correct network" for you by clicking both surfaces and clicking ok.
http://www.ona1r.com/jason/how.jpg
Lomax
03-02-2005, 01:37 PM
I'm not sure what you mean by the y axis ( I normally use cps ). Are you mirroring the mesh?
kryoboy
03-02-2005, 02:24 PM
yes, its the only way i can figure how to do it. it wont create the poly unite node without a full mirror.. and i dont know of a way to load the node without that.
Lomax
03-02-2005, 03:43 PM
Assuming you only have one side of the head and body modeled, it may be best to mirror them before attaching the head and body.
If this is the case, what you can do is combine both sides, merge the center verts, then copy the script output to a text editor. That way you can just change the object names to match the blendshapes. This should keep the vert numbers intact, so the blendshapes will work when you re-apply them. You should also delete the history on each shape before adding the blendshape node, just to be safe.
Then it should just be a matter of combining the head and body, and then applying the smooth proxy.
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