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procanic

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Reply with quote  #31 

... and it reminded me that i initially planned some more SOuP UIs. not much time lately. got FFX & TP at work and trying to wrap my head around that stuff atm ;) ... 

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alexDeWalt

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Reply with quote  #32 
Do you guys know of any scenario where a blendshape is used to drive a wrap deformer (thats actually a mesh attached along a curve)? 

I'll give an example in a minute.

thx

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pshipkov

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Reply with quote  #33 
of course - that's a standard maya thing. Just slap the blend shape before the wrap. This will be slow because the wrap has to recache the data every time the blend shape evaluates.
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alexDeWalt

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Reply with quote  #34 
Problem is I'd like to do this on a lot of tubes on curves (like a medusa head with snakes), but I want to reshape different ones within zbrush then update those particular tube/curves once I bring them back into maya.

Trying to be the most efficient.

Thought I could use the soup blendshape node to drive it. I would assume also I could do the reverse (meaning drive the blendshape with the wrap deformer as well, however I don't think it will be needed).
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procanic

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Reply with quote  #35 

I don't know if i completely understood what you're trying to do, but it sounds like you want to create low poly tubes/snakes on a head or something then bring those into zbrush for detailing & back to maya to animate, right? 

If so, you could just use the curves as wire deformer after bringing the detailed tubes/snakes back into Maya. You could also create splineIKs along the curves and use those to deform/animate the snakes, which is probably better if you want to avoid any stretching. Both ways you wouldn't need any wrap deformers or blendshapes at all. But as i said, I'm not sure if i fully understood what you're trying to achieve ... 

Anyways, i'd recommend you start a new thread for this problem, since this one here is about voronoi fracturing. No offense - just suggesting this, so other people can find it and help you better ;) ...

Cheers! :)

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alexDeWalt

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Reply with quote  #36 
I've updated what I'm needing

I'd like to fracture organic shapes by paint, in Maya NOT on a flat plane (like with voronoi fracture).
 
(5:40 thru 7:00) of



With paintFx and soup, does any see how this can be achieved? Where my paintfx strokes come in contact with underlying geo, it leaves behind the texture/color/shader on the other object? Then that geo now is a fractured shape?

thx 
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procanic

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Reply with quote  #37 

hey alex, sorry for the late reply - am kinda busy lately ...

not sure about how to do that w/ paintfx strokes, but here's another idea that might help you:

  • use Maya's 3D Paint Tool to paint different colors on your mesh (each color representing a different chunk)
  • save the texture to an image file
  • use the image file with Voronoi Texture Fracture (Fracture Source = image file)
  • use the following options:
    • Separate into Multiple Objects: ON
    • Remove Redundant Edges: OFF
    • Extrude Pieces: OFF
  • hit Fracture Geometry (the outcome will be a bunch of surface pieces, probably with kinda messed up normals)
  • select all the pieces, use 'Normals -> Set to Face' and then 'Normals -> Soften Edge'
  • extrude all pieces inwards

thought about implementing this kinda workflow into the tool, but i just can't seem to find any time for stuff like that lately :/ ... anyways, i did a quick test with just one color & here's what i got:



hope this is kinda what you were looking for ...
cheers! :)


ps: the result will be a triangulated mesh. but if you had a clean quad mesh before: a Quadrangulate on all meshes after the extrude will probably fix that quite ok ;) ...

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pshipkov

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Reply with quote  #38 
Sorry for the late reply.
Check this example scene: attributeTransfer_pointCloud_voronoiPattern.ma
Play the animation - you will see the particles "split" the geo in differently colored sections.
You can use pfx or any other object to do the same.
Then you can fracture the geo based on the colors or whatever data you propagate between source and target objects.
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