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Old 02-14-2014, 03:25 AM   #1
svggphr
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Curve on skin problem

I am trying to take a character rig I have made and add curves to it's surface. I made all the curves then do the skin weight smooth and attempt to copy the skin wakes from the character to the curves. The curves move but they don't move the same way as the character skin. There are far too many curves to weight the points individually. Does anyone have any ideas?

Thanks
James
 
Old 02-18-2014, 02:30 PM   #2
Geuse
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I guess the curves are arbitrary. Ie. they don't follow the mesh's edges?
 
Old 02-18-2014, 02:44 PM   #3
svggphr
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Yeah, It Looks A Bit Like A Topology Map On His Skin. I Am Using A WRap deformer Right Now But It's Really Clunky.
 
Old 02-18-2014, 10:38 PM   #4
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ok, I think I understand. A render would have been appropriate though.
But I understand the issue in that the control points don't coincide with the mesh's vertices.

Off the top of my head I'd suggest clustering curve points and parent to rivet nodes attached to the character mesh.

However, for large amounts of curves this would require you to script the placement of each rivet to the character mesh to place it in the closest proximity to that control point it should be the parent of...
I'm not even really sure about what would be required to do that.
 
Old 02-19-2014, 05:17 PM   #5
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Ok, thank you. I'll try and figure out something along those lines if I can.
Relatively new to scripting so this could be rough. Again, thanks.
 
Old 02-19-2014, 10:48 PM   #6
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Do you have enough points on your curves to support the deformation? You may need to rebuild them with more points to allow them to deform and follow the mesh.
 
Old 02-19-2014, 10:48 PM   #7
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