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 Post subject: Deform subdivided mesh with strands with animated mesh
PostPosted: 08 Mar 2012, 19:58 
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Joined: 19 Sep 2010, 11:28
Posts: 364
In order to properly grow fur on a polygon mesh, it needs to be pretty high res, nothing that deforms well when being animated. Also it would be very slow to work this way.

How would I deform the already subdivided and frozen mesh with the same mesh in sub d mode?

The frozen and subdivided mesh would look the same, but a hull deformation wouldn't work well as it would take the not sub d positions of the animated mesh into account.

Any ideas???

It would be important to have both meshes overlapping 100% so that the fur doesn't move relative to the underlying mesh and stays on the surface.

Cheers
Thomas


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 Post subject: Re: Deform subdivided mesh with strands with animated mesh
PostPosted: 08 Mar 2012, 21:16 
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Joined: 04 Feb 2012, 23:35
Posts: 69
So this is with Kristinka v.3? I'm just now taking a look at it. Not sure how the fur distribution works yet but I'm interested to know.


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 Post subject: Re: Deform subdivided mesh with strands with animated mesh
PostPosted: 08 Mar 2012, 21:18 
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Joined: 19 Sep 2010, 11:28
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You can't emit from a smoothed (subdivided) mesh. You need the real polygons. So the surfave needs to be quite high res. But the object you animate is the regular object (not frozen at a certain subd level). THis animated cage needs to deform the high res one with the fur in a manner, that both meshes look identical.


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 Post subject: Re: Deform subdivided mesh with strands with animated mesh
PostPosted: 08 Mar 2012, 21:30 
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Joined: 04 Feb 2012, 23:35
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I'm kind of a noob when it comes to the stuff happening under the hood but what if you select your polygon animal and then go to create>Polymesh>subdivision and animate that? It creates a surface mesh that that conforms to the low poly mesh quite well I think. Is that the main problem, having a similar topology?


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 Post subject: Re: Deform subdivided mesh with strands with animated mesh
PostPosted: 09 Mar 2012, 09:52 
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Joined: 19 Sep 2010, 11:28
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Hi Jason,

need to dig a bit deeper to get the whole funcitonality of this feature, but it looks to be exactly what I was looking for!

Thanks so much!
Thomas

P.S.: Did you upgrade to 11? NT didn't respond to my mail that I expect this upgrade to be freee for all who bought into Core. So, no way I spend any more money into this piece of code.


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 Post subject: Re: Deform subdivided mesh with strands with animated mesh
PostPosted: 09 Mar 2012, 16:11 
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Joined: 04 Feb 2012, 23:35
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Yeah I think I'll be more helpful on this subject of Kristinka later. I've been reading through all the threads I can find on the matter. This thing is THE best way I have seen to create a complex wig ever! So cool. I know from my tests that the XSI hair rendering isn't super awesome for wavy and curly hair, but maybe you can get some decent fur out of it, if you need that now.

I've been in the Hardcore forum long enough to know that NT won't budge on their upgrading policy, the letters from Rob and Chuck verify that assumption. The PDF on those features that were supposed to be in Core 1.0/Classic package were so pathetically unrealistic that we would have never seen all those features in LW 10 or 11 anyway. Just my opinion. I think LW 11 is worth the charter price, $395 in my case, so yeah I'll be upgrading for that same price for the next 4 annual upgrades according to the deal.


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