mtuttle
I'd to have a specific region of a skinned mesh subdivide itself on one axis when it is stretched on the opposite axis, and automatically be assigned weight values relative to the weights around them. I can't find anything in Maya that offers such functionality, even with its API. Yet I'm sure productions like "Horton Hears A Who," and "Fanboy" needed this, so how can it be done?
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pshipkov
This can be done, but changing point count messes-up the motion blur.
This can be fixed by transferring velocity data to the new points as a post animation process.
The real problem is that you will not be able to render the geometry with deformation blur, but velocity one. Which means that you will get only linear blur in the rendered frames.
I don't think you can easily sell "lighting" on the idea. :D

My suggestion is to go old school here - add more cross-sections to the stretching parts and rig/weight them properly. Then use joints and/or other deformers (like wires) to stretch and shape them in the required poses.




Btw, i didn't have time to look at your constraints code, but will do later, didn't have time recently.

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mtuttle
Wouldn't a studio build their own motion blur if that is the case? For now I just want to figure out the best way of going about this and how. Isn't it mainly an issue of dealing with all those arrays: The new vertices, the skinCluster's previous weights, the weights of the vertices connected to those new vertices, the joints those weights are connected to, and the averaged weight values from the connected vertices. How do I manage all that?

On a more positive note, multiParentNode I feel is complete. You just have to connect the parentConstraint's message attr to it, as well as the driver that's controlling the weights, and it's good to go!
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