PDA

View Full Version : Meshdeform modifier and Armature problem.


dOMINUSMess
01-06-2009, 09:32 AM
Hi,

I'm having trouble with trying to deform a mesh with an armature and a meshdeform modifier.
I've examined the Chinchilla blendfile of Big Buck Bunny for over 2 weeks now and I can not find a solution.

I guess it has something to do with the vertex group called "noMdef" in the Chinchilla blendfile.

When I do something similar, then the armature deforms the "fingers" properly
when "Inv" is selected like in the Chinchilla file, BUT then the meshdeform modifier does not
deform the mesh, as you can see in the first picture.
When "Inv" is deselected then the meshdeform modifier does deform the mesh, but then the fingerbone does not deform the mesh anymore, as you can see in the second picture.

Could anyone explain this to me please?
Thank you ...
http://users.skynet.be/dominus/pics/inv.JPG
_
http://users.skynet.be/dominus/pics/noinv.JPG

dOMINUSMess
01-06-2009, 11:02 AM
OK,

I've got it to work.

In the Chinchilla blendfile there is a vertex group called "noMdef" : it has ALL the vertexes of Chinchilla assigned to it: in the Armature Modifier of Chinchilla this vertex group is added to the "VGroup" and then "Inv" is selected.

When I do it like that on my mesh, then that does NOT work.

In order for it to work I tried the following:
Instead of assigning ALL vertexes of my hi-res mesh to a vertex group, I assigned ONLY the finger vertexes to a vertex group: and in the Armature Modifier of that hi-res mesh that vertex group was added to the "VGroup" and then "Inv" was selected.`
And now it works!
(The other way around ALSO works : create a vertex group for ALL vertexes BUT NOT the fingers vertexes: and in the Armature Modifier of that hi-res mesh that vertex group was added to the "VGroup" and then "Inv" was NOT selected.)

BUT: it's totally UNclear to me why in the Chinchilla blendfile the vertex group "noMdef" has ALL the Chinchillas vertexes assigned to it: because when I do it like that, then the fingers do NOT move.

Could this difference have something to do with older versions of Blender?
I'm using 2.48a

harkyman
01-06-2009, 06:38 PM
That group probably did not have all verts in it like you think. I'm guessing you chose that vert group from the panel, went into edit mode and hit the "Select" button, which lit up all of the vertices. What you should have done after that was to go back into object mode, then hit Ctrl-Tab to go into Weight Paint mode. Most likely, that group was created by weight painting the mesh, which you'll see in WP mode. Showing that with a select in edit mode shows affected verts, but tells you nothing about how strongly they are a part of the group.

CGIPadawan
01-06-2009, 11:13 PM
I've always thought that by default Binding the Mesh Cage meant it deformed everything according to the Precision selected.

The INV-ed Vertex Group is meant as "finetuning" for exceptions. The INV meaning vertex group weight is "inverted" (1 is no influence, 0 is full influence). All the vertices of Chinchilla are in that group but most likely with varying weights to fine tune the deform.

At least that's what I got so far.

dOMINUSMess
01-07-2009, 06:02 AM
Yes you guys are right!

I've examined the Chinchilla blendfile for over 2 weeks now and that was the only thing that escaped my attention.
I thought I was going mad LOL ...

It didn't think of inspecting the "noMdef" VGroup in Weight Paint mode.
It indeed contains all vertexes but with different weights (1 is no influence, 0 is full influence as CGIPadawan said).

It finally makes sense!
Thank you ...

CGTalk Moderation
01-07-2009, 06:02 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.