How do you put an ffd to taper a tall poly div cylinder that has a curve warp, already on the cylinder (think tree root)


#1

how do you put an ffd to taper a tall cylinder that has a curve warp, already on the cylinder (think tree root)
looks like the shape only has one in mesh connector occupied by the curve warp.


(discalimer dodgy=shit, because in the end shit grows plants)

( maya does have scale curve in curve warp that can taper)
but if you want to use an ffd? after the curve wrap


please see:https://www.flickr.com/photos/93465359@N03/50744520998


other not wanted options are:
a blendshape, in some cases, and maybe mashes curve warp…test mash failed to apply ffd
why because it uses maya curve warp rebadged.

but how to in mayas default node editor, looks like another
case of backwards and forwards spahgetti connections.
ie tweaks and sets nodes you cannot turn off
that dont make sense.
(warnings in the command line you cannot disconnect, bad coding to me)

(ie in maya its impossible to layout nodes without cables going over the nodes
ie novice speak a dodgy system badly designed you name i call it dodgy.)
does any body want to seriously use mayas node editor after curve warp applied.
and remember what goes where, 6 -8 links and guess what the path itself
isnt properly connected sitting in space by itself.


only way seems to be delete the curve warp do the ffd then redo a new curve warp.


curve warp doesnt seem to have an off disable node setting like bend
( the “marvellous” history system maya uses, industry standard mate…mate,mate)

if you apply the ffd after the curve warp , ffds the tree root inpo not wanted
if you want a laugh duplicate the whole root with history…

throw in doubletransform ,garbage and we have default maya.
fancy grouping the curve, the cylinder,ffd and moving as a unit.
u know the score, inherit what…let maya randomly decide box

throw a spanner in the works take your roots use as branches and fillet weld
u know you want to…eh voila tree system( use anything but maya
would be my reply)

then doing an instance and make then unique with history like houdini, 3dsmax, cinema4d,blender
urrh no.

now you see why the elephant in the room bifrost, compared with houdini
or nuke…
is in reality little use as of 2020.4, no modelling nodes. to replace
mayas useless to the amatuer, default one way street nodes, stamp dated time (alias1990)
but actually triple hard stamped do not alter anything when you press apply,
of creation nodes, no mmb dragging your bezier curve
into curve warp you drongo like other software.
( maya it cant remember a selection set but always remembers and locks in
for good those “apply” ones)

getting the picture…a…desk…urrh no …give them time…how long?

nurbs you might hate them, but infact they are the only true
parametric nodes, because they ignore polycount,
and polycount means no history. we all love polys me too but.

thx c
( basic no script user seeking program improvements at core,f…k the core start again)
maya half gets the future is parametric, but they are stuck with the maya way of doing things,
which is why mayas parametric future is in doubt)

a…desk actually needs a system that is not mayas way of doing things currently.

alchemist sai baba says shit=gold, grows plants.
but not the plants needed here.

at this task fusion360/houdini/3dsmax/cinema4d might be better?

is bifrost going to save maya…and the single unified node editor?


#2

a similar situation exists where you have a cylinder with a curve warp,
then go back to extrude faces on the cylinder,

the extruded faces are not curve warped and stay at start cyl pos

ie curve warped locked in a selection set, can you change it,
or move curve warp to top of history when needed.

please see attachedhttps://www.flickr.com/photos/93465359@N03/50746089446

its like i need to shunt the curve warp to top of history,
or have an edit poly tweak in history before the curve warp.

thx
c
(is bifrost going to save maya…and the single unified node editor?)