merbar
03-31-2008, 10:59 PM
Hi!
I have a clean sim-mesh that tears along (many) predefined edges. Works like a charm and looks pretty nice. I built it the "Brinsmead way" with detach/merge nodes and a weld constraint in between.
However, I am now attempting to transfer the animation to the high-res mesh with pockets, seams, etc. I tried several ways, neither of which followed the formation of the cracks in the simulation. Problem lies in the fact that after a "detach component" on the high-res, the 4 corner vertices are of course all in the same position and there is no way to resolve for which pair needs to follow which edge of the tear, simply resulting in a hyper-stretched, continuous mesh.
I did delete the polyMerge-node from the simulation mesh to maintain the vert count and order.
It seems like this might have come up for a couple of people before? I got one or two more ideas that might perhaps work, neither of which is terribly efficient...
Any input is appreciated! :)
Thanks,
Marcus
I have a clean sim-mesh that tears along (many) predefined edges. Works like a charm and looks pretty nice. I built it the "Brinsmead way" with detach/merge nodes and a weld constraint in between.
However, I am now attempting to transfer the animation to the high-res mesh with pockets, seams, etc. I tried several ways, neither of which followed the formation of the cracks in the simulation. Problem lies in the fact that after a "detach component" on the high-res, the 4 corner vertices are of course all in the same position and there is no way to resolve for which pair needs to follow which edge of the tear, simply resulting in a hyper-stretched, continuous mesh.
I did delete the polyMerge-node from the simulation mesh to maintain the vert count and order.
It seems like this might have come up for a couple of people before? I got one or two more ideas that might perhaps work, neither of which is terribly efficient...
Any input is appreciated! :)
Thanks,
Marcus
