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nottoshabi
08-19-2003, 02:50 AM
Have you guys ever tried puting a mustache on a charater that has blend shapes?

Adding hair is no problem but a mustache? I gues my question is how do I get a small piece of geometry to fallow a blen shape?:hmm:

misterdi
08-19-2003, 09:06 AM
Can't you use the head model as a warp deformer for that small piece of moustache?.

a3dmonkey
08-19-2003, 03:52 PM
shooting from the hip with a heavy handed approach.....

- create a curve that follows the contours of the face under the mustache
- make that curve a wire deformer for the mustache...
- write a short expression so that the CV's of the curve follow the corresponding CVs on the face.

the mustace will then deform with the face "over time".


Theres probably something much easier for this but right now its that all that my caffine deprived mind can come up with.

nottoshabi
08-21-2003, 04:51 AM
A3dmonkey thats not a bad idea. How about if we skip the curve and just constrain the cv's together?

a3dmonkey
08-21-2003, 05:10 AM
go ahead and take the easy way why don't cha....

cheers,

Michael

nottoshabi
08-21-2003, 08:00 PM
Haahahahahaha..... Hey Y not, if it works.



Well now starting the script thats a whole different story.



:beer:

fongSaiYuk
08-28-2003, 05:55 AM
create curves on surface on the blendShape base shape
the cos will follow the surface by nature
create a surface from these cos and use that for the source suface of your mustache

the same approach could be done for polys
by duplicating the faces and maintaining history

fitBspline could be used as well for the poly case ...

nottoshabi
08-28-2003, 06:50 PM
FongSaiYuk. Hahahahaha I like your thas sweet :buttrock:



Thats a great idea, I did not thinck about it like that but I will give it a try.


Thanks :beer:

clojster
08-29-2003, 12:30 AM
And creating fur description for only these polys on which will be mustache doesn't work? (I mean select polys on which you want mustache, create nev UV map for them and then attach fur description...)

antweiler
09-07-2003, 08:20 PM
For objects to follow deformed geometry, i recommend the script rivet.mel, which you can get at highend3d.com. It creates a locator on a given CV/ Polyedge of a surface/mesh. Extremely useful for various tasks
anti

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