View Full Version : hypernurbs weighting: control problems
Brucie Rosch 06-03-2003, 09:40 PM I've tried all of the kinds of weighting (points, edges, polys) with all the key combos (. + control, shift) and I'm just plain having trouble getting control of this feature. It seems like the movement isn't smooth -- that surfaces move unevenly and "break." It only really works cleanly when it's weighted all the way to sharp.
Does anyone have any tips or techniques they can pass on? To keep my experimentation simple, I'm just playing with a cube with 1 side inner extruded and then a depth extrusion applied to the inner poly. I'm trying to get clean rounded edges of differing weights.
Maybe I should try that electrical plug tutorial to see if I can get the results shown...
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Per-Anders
06-03-2003, 10:01 PM
yes, try the tutorial. poly weighting is in fact just a combo of edge and point weighting, and you may find it easier to control the weighting using the select tool, and the set weight control inside of the active tool manager (with the "live" select tool active).
i find i use edge weighting more than point weighting, unfortunately cinema's combination of teh two means that point weights are underweighted throughout the shape, so you end up with a sort of w shape along the edge if you use both. just try messing around with dropping back the point weighting a bit from the edge weighting and see if that helps.
Brucie Rosch
06-03-2003, 10:16 PM
Thanks mdme_sadie:) As usual after tearing my hair out I calm down and just try stuff, and edge-weighting does seem better. What also seems to help is turning up the HNs subdiv. render setting to <gulp> 6. Things really smooth out much more nicely. Not great for render times of course, but this is all pre-texture experimenting at this point. Hmm I wonder how this will look with SniperPro?
Back to the drawing board!
AdamT
06-03-2003, 10:57 PM
Rather than turning up the HN division so high you should try adding some geometry around the areas you are trying to weight. Cinema can't perform a smooth weighting operation if there aren't enough faces to do the job. Many times I find that adding the additional geometry makes weighting unnecessary, too.
Per-Anders
06-03-2003, 11:09 PM
i believe that "supernurbs" still work with v8... might be worth looking at. these will give you a much better result for intermediate weighting.
Brucie Rosch
06-03-2003, 11:10 PM
thanks Adam, I'll try that too... always more to learn, eh? I think I like that part of this job, maybe, sort of
sadie: I've got supernurbs kicking around somewhere. I'll dust it off and give it a whirl
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