Attached is a simplified example I created to represent a complex mesh I have where I need to override the motion of certain points with dynamic data from another source. I need the object to stretch as if the over-ridden point were an AE deform pin using the After Effects puppet warp.
For a 3d example, I need it to do what’s happening in this video:
(btw… am I missing a way to embed YT vids? I tried wrapping in [youtube] [/youtube] tags, but no go.)
Now, my understanding is that it works in the video because the cube is a primative, so moving a single vertex by default creates a puppet pin type situation where the other vertexes are locked, and only the intermediate points along the edge leading to the vertex being overridden are scaled to warp along with that point. To tie back to the AE metaphor, the vertex moved by the pencil tip here is the deform pin, and there is a starch pin at each of the adjacent vertices. so everything in between adapts between the default (cube object) position, and the overridden (pencil point global) posiition.
Ideally, there should be some sort of control for the degree of starch in the starch pins (Like in AE starch pins… are they absolutely unmoved, or only partially so.), and for the linearity of the adaptations in between (is the stretch even across the affected points, or stretched more the closer it is to the point being overridden)? One problem at a time, though… just trying to give a general overview of the larger goals.
As mentioned, though, I’m dealing with a mesh, and not a primative.
So, if you look at the following sample project:
puppetpins.c4d (267.7 KB)
You’ll see that I have a mesh (in the shape of a cube) where the center point in the top face has it’s motion completely overridden so it is ignoring the x and z axis motion of the mesh containing it, and is instead moving on it’s own in the y axis.
Currently, it only affects itself in the sense that no other points are adapting to it’s override, so there is no warp of the overall shape. The goal is to be able to manually determine (like the AE puppet tool) which other points are stable and then have all others adapt (stretch.)
So, for instance, this cube has red corners on the top. The simplest example would be bending the top face such that it warped into a pyramid as the red points were unaffected, but the rest of the top face adapted toward the green center point.
As mentioned, though, this is just a simplified example. What I really need is to be able to determine ANY points I choose as the stable ones. So, I should then be able to lock down the blue corners instead so they are completely unaffected by the green point override, but the entire shape (except for the bottom face) then adapts as it is pulled by the green point.
Simplest example I can think of is the AE puppet pin as it matters not only where the pin is being moved, but also where the other pins are that lock it down in other spots.
Reading up right now on vertex maps as that seems to be the general concept in C4d speak in that it determines how much any given point is affected by deformations, but so far only seeing how it applies to deformers… not to deformations caused by a specific override of a point’s coordinates (which will be fed via xpresso from a matching vertex in another object… much like the tracking data being applied in the video.)