View Full Version : can a wrap influence a wrap object?
07 July 2003, 11:21 PM
just wondering if i can use wrap influence to skin a subD mesh to my then create a blend shape muscle as a wrap influence on the skin wrap object? do you think that would work?
07 July 2003, 07:41 PM
Wrap objects are still deformable, otherwise they wouldn't be useful for skinning :p
Here's Stahlberg's tutorial for wrap skinning: http://www.androidblues.com/rigtut.html
He explains the process perfectly. :thumbsup:
07 July 2003, 09:53 PM
stahlbergs method seems a bit confusing. i'm not too sure about the workflow.
create a subD mesh that you want to rig to a skeleton, then create several low poly copies of it. use one copy as the wrap and the others for blend shapes. but how does he get the sculpted blend shapes? does he pose then detach then sculpt the blend shape. this would mean he will have to bind another copy then reimport weights again. the tutorial isn't that clear IMO, i would really appreciate it if anyone can clarify the workflow.
07 July 2003, 02:29 AM
I think you copy the base mesh, and add the copy as a target.
Bend either the arm or the leg, make the blendshape active, and start pulling points (on the copied mesh) until the skinned mesh looks the way it should.
The most difficult part will getting the verts to move where you want them to. You'll know what I mean when you try it out. ;)
07 July 2003, 10:04 AM
i think i kinda get what you mean...
create a low poly blend base and use it as the wrap. copy the base several times and create an active blend shapes. skin the wrap to you rig, weight and pose, keep the pose then edit the relevant blend targets until the blend base (wrap) is the shape you want? is that right?:hmm: :shrug:
07 July 2003, 11:10 AM
To answer the top question, yes. I've use a wrap deformer on a blend shaped head (to the low poly) and again on that low poly to the final model.
I warn you though; wrap deformers are really, really slow and I also had errors like this.
Id suggest a direct connection using MeshOut -> MeshIn.
07 July 2003, 12:49 PM
I ran into similar errors a while back. What fixed it for me was having the wrap deformer operate on the vertices instead to the faces.
07 July 2003, 02:09 PM
Finally an answer! (4 months after I finished the project)
Did it speed things up? (I still think a direct connection would be faster than a wrap deformer)
07 July 2003, 06:21 PM
At the time, I didn't have time to check if it was faster.
It might just depend on how things are modeled. If you have a subD mesh directly converted from polygons, the connection editor might be better. If you have any level edits on the mesh, you may need to go with wrap deformers. I could be wrong, though... :shrug:
07 July 2003, 02:12 AM
Yeah, that's why I didn't try it any other way at the time (I creased verts and did a few other tweaks)
Have you (or anyone) had problems binding the poly proxie? You could even then MeshOut->MeshIn to the proxie (for blend shapes or whatever).
Either way, I think I'm gunna aviod SubDs until Alias fixes them in Maya.
07 July 2003, 02:52 AM
Binding the proxy should work just fine, whether it's subD level 0 or CPS. I've done both without any problems.
One thing I don't understand about Maya's subDs is the levels. You can choose not to use them, but they are still there. Why can't we have subDs that are still parametric, but don't have the levels? I would think this would dramatically speed things up.
07 July 2003, 03:13 AM
I know =/ Has Maya really changed anything with SubDs since like 3.0? (other than including it in Complete and Unlimited). I think there's a lot of room for improvement in Maya's SubDs. They still get errors occasionally when rendering, and they also mess up my UVs when I either polySmooth or convert to SubDs!
01 January 2006, 05:00 PM
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