Thanks Alan Even though I think this solution using clusters would be interesting and probably easier to setup ill try to use your method. Couple questions though: 1. The object to cluster constraint doesn't seem to constrain to polys, only points, am i missing any option here or I need to constrain to a point then offset it manually? 2. I have 140 braids and each poly-stripe has 8 polygons, obviously the way to go here is using scripting, just wondering if you have or know a plugin or script to do this process of creating a null for each poly
On Thu, Jan 10, 2013 at 6:52 PM, Alan Fregtman <alan.fregt...@gmail.com>wrote: > Years ago I rigged some braids to deform by low res poly strips. There is > a simpler way. Cage is overkill. > > You could constrain a null per polygon (cluster) and turn on all the > options (in the Constrain->Object to Cluster constraint) so it locks to the > poly orientation well. You can then use those nulls as an envelope for your > proper mesh. The default weighting with Envelope->Smooth Envelope Weights > and some minor slider fiddling will work pretty much perfect. > > You can also build the poly constraint in ICE kinematics too, if you like, > though you won't see any improvements as ICE only excels when > iterating/multithreading over a big dataset > > Of course you can build your own cage deform — the factory "Hull > Deformer" isn't very good — but you will find out soon enough that it > doesn't interpolate and although your geo will follow, it will only bend as > nice as the number of divisions in your low res stripes, forcing you to > increase them, but then what's the point, right? > > Hope that helps. > Cheers, > > -- Alan > > > > > On Thu, Jan 10, 2013 at 11:32 AM, Nuno Conceicao < > nunoalexconcei...@gmail.com> wrote: > >> Hi guys, have a problem here that havent found a solution yet. >> >> Problem: >> Basically I want to do a special cage deform where I have several braids >> of hair being deformed by a simple simulated mesh of low res stripes. >> My problem is when i want to transfer the animation from the low res mesh >> to the high res, where the high res braids get badly deformed by the low >> res cage because basically they dont know how to split properly since they >> are very close together and where a single hi res braid can be intersecting >> one or two different lowres. >> >> Possible solution:? >> So I thought the solution could be in separating each braid by a cluster >> in both the high res and low res cage, then somehow change the hull cage >> deformer to filter by clusters. >> The issue here is that i can filter the location by cluster on the high >> res mesh, but i dont know how to just pick the equivalent locations per >> cluster on my lores cage deformer. >> >> Does this make sense? Or maybe am i being silly and there is a simpler >> solution? >> >> >> >