rui_mac
08-29-2010, 10:16 PM
I love the workflow of the morph tag but it is annoying that it doesn't work with FFDs.
So, I created a little script to deal with that. The script is called FFD to Polygon and what it does is to create a polygonal object with the same structure as the FFD. It also adds a COFFEE script to the FFD object that transfers all the point coordinates of the polygonal stand-in to the vertexes of the FFD.
So, you just have to animate/morph the polygonal object and the FFD will deform accordingly.
Just make sure you name your FFD objects coherently because the polygonal stand-in will get its name from the FFD name. It will try to add numbers to the name to make sure there are no duplicates but the best way to assure that is to make sure that each FFD you create has a solid, individual name.
If you later change the name of the polygonal stand-in, you need to adjust the COFFEE code of the COFFEE tag that was added to the FFD object.
Oh, I usually make the polygonal stand-in object invisible in the editor and in the render. Well, at least in the render ;-)
I hope you find this script useful.
Rui Batista
So, I created a little script to deal with that. The script is called FFD to Polygon and what it does is to create a polygonal object with the same structure as the FFD. It also adds a COFFEE script to the FFD object that transfers all the point coordinates of the polygonal stand-in to the vertexes of the FFD.
So, you just have to animate/morph the polygonal object and the FFD will deform accordingly.
Just make sure you name your FFD objects coherently because the polygonal stand-in will get its name from the FFD name. It will try to add numbers to the name to make sure there are no duplicates but the best way to assure that is to make sure that each FFD you create has a solid, individual name.
If you later change the name of the polygonal stand-in, you need to adjust the COFFEE code of the COFFEE tag that was added to the FFD object.
Oh, I usually make the polygonal stand-in object invisible in the editor and in the render. Well, at least in the render ;-)
I hope you find this script useful.
Rui Batista
