View Full Version : skinWarp can't deform mesh

05 May 2011, 08:43 AM
Hi there. I got a wierd problem.
I am trying use skinWrap modifier to make a mesh fit to another.
It work find when i manipulate it via UI, but not in script.

the following code explain what I am trying to do.

setCommandPanelTaskMode mode:#modify

sp1 = sphere()
sp2 = sphere()

bx1 = box()

sp1.radius = 10
sp2.radius = 15

sp3 = snapshot sp2
delete sp2

bx1.length = 10
bx1.width = 10
bx1.height = 10

morMod = copy(morpher())
addmodifier sp1 morMod
modPanel.setCurrentObject morMod ui:true

WM3_MC_BuildFromNode morMod 1 sp3
delete sp3

WM3_MC_SetValue morMod 1 100.0
WM3_MC_SetActive morMod 1 false

skinWpMod = copy( skin_Wrap())

addmodifier bx1 skinWpMod
modPanel.setCurrentObject skinWpMod ui:true

skinWpMod.meshList= #(sp1)

modPanel.setCurrentObject morMod ui:true
WM3_MC_SetActive morMod 1 true

It work well when execute it line by line but when you run the script,
the last line has no effect to box.
Is there anything I should do it in script to make it work...


05 May 2011, 12:29 PM
Can you provide more details on what you are expecting to see? When I run the script everything seems to work. The sphere manipulates the box when you adjust the morph value and the last line is setting the 1st channel as the active morph channel.

If you add these lines to the end of your script it will add a couple keys to your morpher and you can see it affecting the box.

with animate on
at time 0 WM3_MC_SetValue morMod 1 0.0
at time 25 WM3_MC_SetValue morMod 1 100.0

05 May 2011, 02:05 PM

This picture shows the difference.

The box's mesh should be affect by the shpere when the last line code active the morpher channel but it didn't.

And i found, if you take off the brackets "()" from my code, things go right.... but why... q_q

05 May 2011, 04:40 PM
Interesting, it seems to be a redraw views issue. By eliminating the brackets you are redrawing the views after each command. Keeping the brackets and adding a


command before

WM3_MC_SetActive morMod 1 true

seems to resolve the issue and keeps the redraws to a minimum.

06 June 2011, 02:43 AM
Cool man, IT WORK :thumbsup:

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