The Ol' Wire Deformer

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  03 March 2011
The Ol' Wire Deformer

Hi,

How do you scale a wrap deformed object? The built in scale in the wire node pulls the geometry toward the curve, rather than scaling evenly. Scaling the curve doesn't seem to give good results either.

I appreciate any help!

-Pete
 
  03 March 2011
To scale properly when using wire deformer, you need to have the geometry's pivot (or if there is a skin cluster, the root joint group) should be at the same point as the wire curve's group. Usually, at the origin. And the cluster on the wire curve should be connected to control curve using direct connect -constraints give bad resault when scaling.

Wire deformer's "dropoff distance" is base on world unit so you need to hook those up to your master control scale using multiply divide node, too, in order to have the same deformation when the character is scaled.

hope this helps, excuse my English.
 
  03 March 2011
I really appreciate the input, nuternativ. I tried what you mentioned, but didn't have any success. I'm still having some issues. Here's an image that shows my issue a little more in detail. I appreciate any help you(or anyone else) might be able to offer!




Thanks!

-Pete
 
  03 March 2011
Hi..!
Try scaling the BaseWireCurve.
Rgds,
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  03 March 2011
hey,
For the straps, you can copy the skin weight from the body to it and you need to have another copy of the geometry with wire deformer attatched to it, connect the two geomety using blendShape. Connect the globalScale value to the scale attribute of the wire node(s), and, also crank the dropoffDistance value up to get proper deformation of the strap. For controls over the strap shapes, cluster every vertex point on the wire curves and use direct connect of the translate to a control curve. To get the control curves follow the body, group them and parent constraint to the nearby joint.

here is the test file>>> http://www.mediafire.com/?4qh6rc9zmwl9bh9

ps. for the spline I used 'abAutoRig' script.
 
  03 March 2011
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