object won't proximity wrap

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stephenkmann

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Apr 13, 2021, 10:38:28 AM4/13/21
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Anyone ever have an issue with an object that won't deform from a proximity wrap? 

 I have a duplicated object from a characters Left to the Right, and when I try to prox wrap it on the Right, it doesn't deform.. 
 It creates the prox wrap as expected. and all the connections appear to be connected and correct. but the end result is no movement.. 
 I can put a regular wrap on it, and it works. it just doesn't look nearly as good and will require a lot of work to get looking right. 

any ideas? 
thanks
-=s

stephenkmann

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Apr 13, 2021, 11:32:05 AM4/13/21
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never mind, 
I have a -1 scale on the X of the wrapping object.

 apparently that nullifies the whole thing
-=s

bobrobertuma

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Apr 13, 2021, 11:52:58 AM4/13/21
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Doesn’t Houdini make these types of tasks easier and more procedural?

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stephenkmann

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Apr 13, 2021, 3:41:03 PM4/13/21
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dunno, when I make a Rig for an animator to use in Maya. I don't think houdini is gonna help at all. 

 

desig...@gmail.com

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Apr 25, 2021, 3:07:41 PM4/25/21
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I'd be interested in seeing a fully prox wrap character rig. I've never even considered it. I would think that once you figure it out, you can use that same rig for any similar characters?

R

stephenkmann

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Apr 26, 2021, 12:31:22 PM4/26/21
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for a while that was what ppl used to do with the old Wrap, 
 they would make a poly cage model from their patched nurbs model, and then wt that , and use it as a wrap for the patched model. 
I was never a fan as it felt slow. and would just weight the patched model. A friend of mine wrote some really nice weighting tools to match weights across patches. 
but it was short lived as gfx/gpu speeds increased enough that patch models were quickly phased out in favor of full up poly models.

 I've also  seen a few people use pre weighted models to copy wts from on auto rigs. I've never gone that route either as generally the heat map or geodesic voxel approach would get me just as close as a preBound. 
but you could probably use that as a prox wrap instead

What this was for was some very dense geo made up of many many many shells.. Copying the wts over didn't work very well as the mesh was pretty holey and didn't take wts well. 
The prox wrap gave me MUCH better results than a regular wrap, and was significantly fast in not only making  ( think seconds verses minutes). and in using..  playback and animation speeds much faster. 

I'm also using it in another scene to drive a high rez mesh with a low rez. and for the most part it works really well, except I have one second of verts that look like they are falling out of the wrap.. and after playing with all the settings,I couldn't get them back in.  without losing a lot of what I liked. 
 so i used a workaround.  of 2 separate geos being prox wrapped and blended them together to make a third.  ( so far it's work :)  ) 


-=s


desig...@gmail.com

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Apr 27, 2021, 5:08:06 PM4/27/21
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Aha, sounds like the perfect use case. Kudos Steve! 

I'm feeling a bit like an old man, as I don't spend a lot of time with the newer toolsets. Gotta fix that. 

R


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