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Epitope
02-07-2003, 04:40 PM
Hello,

I have a rather critical situation... I modeled a character and I want to do the following:

1) Rig it with bones/weight maps
2) Pose it (deform) in Layout
3) Make fine adjustments to the bone-bent mesh in Modeler
4) Render the newly tweaked, bone-bent mesh in Layout

I do not intend to animate the character; I just want to be able to tweak the bone-bent mesh in case it does not deform so well. How do I do this without messing up the surface texture mapping?

I tried to do a "Save Transformed Object" in Layout to save out an entirely new .LWO file, and sure enough, I can modify the "posed" geometry, but then when I bring it back into Layout (no longer with skelegons), the textures no longer map correctly! In other words, they are mapped to the default pose (prior to bending the bones). :sad: Am I asking for something that is not possible to do?

Please help... thanks

KillMe
02-07-2003, 04:46 PM
why not jsut add afew more bone or ajust the weight maps to corect the deformations they you can switch thebettween the two updating your weight maps swithc back to layout and the defomrations will change

since you jsut set the guy in the one pose should eb faily simple to do

PSIpower
02-07-2003, 05:40 PM
By far the quickest and easiest thing to do is save an Endomorph of the pose in layout. Then go into modeller and edit the endomorph to fix the deformation. Once this is done just load your character back into layout without bones and use morph mixer (Object properties, Deform tab) to morph your character into the desired Endomorphed pose.
Much more simple than screwing about adding hundreds of extra bones and weightmaps ;)
No use what so ever for animating the character but if I understand what you want its the quickest way and will give you complete control over the mesh. It'll fix your texture problem as well ;)

Toodles :arteest:

4dartist
02-07-2003, 08:22 PM
I have a suggestion Epitope: Use Save Transformed Object and Texture your character with UV's instead of Projections etc. You can make Projection UV's the same as regular projections but they should retain after the Save Transformed Object.. just a thought i haven't tried it..

That endomorph idea sounds very workable too. That way your textureing would still be correct cause the model would be in its rest position until you turned the morph up to full 8) Woot fun!

Epitope
02-08-2003, 01:04 PM
Thank you all for the replies! :)
Let me try them out...

proton
02-08-2003, 03:08 PM
I used to do 3d childrens books and didn't use bones at all...I just sculpted each pose in modeler....if you never plan to animate the characters just pose them in modeler....worked great for me back then....just an idea :)

Epitope
02-08-2003, 04:34 PM
Yeah I thought about that, but the problem is that I rely heavily on Symmetry mode. I won't be able to symmetrically select points on the left and right sides if the character is even slightly bent or twisted to one side.

Come to think about it, it would be nice if the next version of LightWave allows the user to somehow define his/her own arbitrary plane of symmetry (rather than just on the x-axis). :)

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