Slide one mesh over another?

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  09 September 2012
Slide one mesh over another?

Hi.

I'm used to C4d's plugin called "mesh deformer". It allows you to slide one mesh over another.

http://www.tarabella.it/c4dbeta/plu...hp?Id_plugin=21

http://www.tarabella.it/c4d/meshdef...mer_Video01.mov

http://www.tarabella.it/c4d/meshdef...eformer1.1c.mov


How can I achieve this in Maya?

Thx
 
  09 September 2012
You cant do this out of the box
 
  09 September 2012
Originally Posted by trashtalk: Hi.

I'm used to C4d's plugin called "mesh deformer". It allows you to slide one mesh over another.

http://www.tarabella.it/c4dbeta/plu...hp?Id_plugin=21

http://www.tarabella.it/c4d/meshdef...mer_Video01.mov

http://www.tarabella.it/c4d/meshdef...eformer1.1c.mov


How can I achieve this in Maya?

Thx


two ways to do it :
1. maya plugin (l3deform): https://vimeo.com/24089189
2. follow the step :

a.convert the mesh to uv 2D flat mesh (u can use maya soup)
b.create blend deform : flat mesh to original shape, keep the blend attr to zero.
c.use wrap deform between the object u want to deform to the flat mesh
d.set the blend attribute to 1

i know the steps my need better explaining..hope soon i'll do it better.

all the best,
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  09 September 2012
Thanks guys.

I'm on a Mac and I don't think the L3Deformer works on the Mac, yet (bummer :banghead. However it is exactly what I need it to do. I'll try out the second step to see if it does the trick.
Meanwhile, I stumbled onto this by dRaster:

https://draster.com/nex-1.5/

It has a auto shrinkwrap feature that may work.

Looking forward to your in-depth secondary workflow method.


Thanks again

Last edited by trashtalk : 09 September 2012 at 09:23 PM.
 
  09 September 2012
NEX doesn't preserve volume when shrink wrapping, it just projects right overtop of the other mesh.
 
  09 September 2012
Hi trashtalk

Why don't you use Attribute Transfer to project a polyplane to a poly primitive and then extrude the plane.

Would that work for your needs ?

/risto
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  09 September 2012
What I'm wanting is to use nHair on a surface and slide the hair tube along the surface of my mesh. Like a "sea anemone", but I don't want to just populate the selected area, I want to control each one's tube shape and translation independently. To the degree that I could create one then use bonus tools to paint where each would be, then slide each in the position I want.

The nHair tubular end portion that is connected or closest to the surface will need to to expand as I will be sculpting the size and shape of the tube itself (I might expand / reshape / resculpt them throughout the length of the nHair tubes). I will have multiple nHair tubes like this that need to "collide" with or know if any of them are colliding or touching each other.

This is my goal.

Thoughts?

Last edited by trashtalk : 09 September 2012 at 10:05 PM.
 
  09 September 2012
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