Don't mean to hijack. >From my tests on an envelope using extract then using those extracted polys as >a cage, won't work. Use the actual skin mesh instead or duplicate it and delete what you don't need and use that as a cage.
The solution I would use is to GATOR the mud to the char. Merge all the mud if you want to have a single element. Gator that to the character. Freeze the GATOR op. Gator is mostly practical because you will be dealing with 'weight deform' once frozen which is very fast. Also, you can save alot of time by testing on a simple scenario first and not on the production sample. Manny Papamanos Product Support Specialist Softimage and Motionbuilder From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeremie Passerin Sent: Tuesday, October 29, 2013 4:11 PM To: softimage Subject: Re: Equivalent to Maya's Wrap Deformer... Hi Steven, Well this is something I have created recently so maybe I haven't spotted the issues you're talking about. Though, I remember Enoch mentioning that the ICECageDeform wasn't working in 2010 but does in 2013. So maybe something has been fixed. My version use a similar approach, I simplified a little bit and added blend and scale support. Jeremie On 29 October 2013 12:55, Steven Caron <car...@gmail.com<mailto:car...@gmail.com>> wrote: you might be able to skip the 'extraction' step because ICE might be faster. On Tue, Oct 29, 2013 at 12:49 PM, Sergio Mucino <sergio.muc...@modusfx.com<mailto:sergio.muc...@modusfx.com>> wrote: Thanks a lot Jeremie! I'll give it a shot (I tried using the ICE Deform by Hull compound approach, but it's not working, very likely due to what David explained). Cheers!
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