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Robken
07-12-2005, 12:10 PM
hey,

we need to make a realistic bird which has individual feathers on it's body. these are all seperate polygons.
I need to spherize a part of the mesh for when something is pressing against the bird. This works fine with the basemesh of the bird (skin, closed polygons) but it explodes my feathers (which are all seperate polygons)

any idea how to fix this? or is there another way I can obtain the effect of my model getting dented in, without having my mesh explode?

thank you

vrkaya
07-12-2005, 01:38 PM
Have you tried using a MetaEffector to restrict where the Spherize effect occurs?

Ron

Robken
07-12-2005, 01:51 PM
yes, ofcourse. but that doesn't change anything.
the spherize effect gets localized, but the result is the same, the local spot explodes :)

JoeCosman
07-12-2005, 06:48 PM
you can also try Xform effect and MetaEffectors. just scale the Xform on any combination of axis' to get a spherize like effect.

-JoeC

vrkaya
07-13-2005, 03:35 AM
If I understand correctly, you have the base mesh but then the feathers are all just simple, open polygons.

I'm afraid I've never had this problem with Spherize and I just tried to replicate what you're doing, but my scene worked okay.

What I did was load a medium-resolution sphere and applied Spherize to it to get it setup - as if it was the bird mesh. Then I loaded a simple flat object that messiah uses as those pillows in the soft body examples - you know, they are very thin but completely closed objects. The one I used had plenty of resolution, so I positioned it near the surface of the sphere then added it to the Spherize effect and it worked fine.

So, could the problem be the feathers that sound like they are modeled as flat, open polys? Can you try a few feathers that are made as a closed object, with the closed polys like your bird mesh?

If need be, I can send you the example file I setup and see if I am even close to the setup you have described.

Regards, Ron

ThomasHelzle
07-13-2005, 10:11 AM
Or can you post some screenshots or even the scene itself? Hard to guess what's wrong without a clear view of the problem...

Cheers,

Robken
07-13-2005, 12:27 PM
yes vrkaya, the feathers are all open polys. and it needs to stay that way or the shading will be fecked :)

Thomas, I'm sorry, but do to legal reasons I cannot post the scene, nor screenshots (trust me, if I could, I would :) ). If I have time i'll try to setup a demo scene that roughly resembles the problem :).

ThomasHelzle
07-13-2005, 12:51 PM
Are the feathers single rectangular polys?

I did a test (http://www.screendream.de/stuff/PolysWithSpherize.mpj)
and that works exactly as expected. But this may be your problem:
Since the effects in messiah work only on vertices that exist in the model and not on vertices that MetaNURBS create, single polys will become highly distorted.

I would either try to subdivide the feather polys two or three times at least or maybe do it with morphs by hand. But single polys can't be bent - whatever you do ;)

Cheers,

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