Ain't follicle rotation follow the host's normal?

Ain't follicle rotation follow the host's normal?

hamsterHamster
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Ain't follicle rotation follow the host's normal?

hamsterHamster
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I used to use follicles as pins to attach various features to the skinned characters.

This time I needed to add a scut (tail) to a character's bottom, and it happens to be on the central edge loop (smooth normals).

Placing the follicle, the direction was offset from the intended, updating the UV params for a .00001, the direction mirrored; it was not possible to use halved increment, it wouldn't register anymore. Dead end #1.

Decided to place two mirror follicles on both sides of buttocks, parentConstrained the scut, however on deforming the mesh, the scut flipped to 180. Tried point+orient constraints with identical results. Dead end #2.

Moved the follicles around, and noticed that those are not following neither the smoothed normals nor the hard ones, the rotational offset was present, and I could not get the logic of how those change. Tried static, dynamic, passive - all the same.

hamsterHamster_0-1620689055225.png

Ended up applying PointOnPoly to a locator, which also initially got pointing elsewhere, yet, at least here I could enter the offset values to straighten it parallel to the world axis.

Still looking for multiple pin solution as it would react to the motion of the legs, add that valuable extra motion that makes character alive with possibly less input from animator. Better working alternative suggestions are welcome.


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Maya2019.1 @ Windows10 & GeForce GTX1080Ti

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mcw0
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Try extracting the 2 bilateral faces that you want to average to. 

Then skin the 2 faces copying weights from your original mesh. 

Now subdivide the 2 faces so you get extra edges that you can use to loft a nurbs surface between.  The reason for subdividing is so that you can get a loft closer to the actual middle point that you wanted originally.

Place your follicle on this lofted surface.

This should give you a more reliable method of averaging with no flips. 

Message 3 of 3

hamsterHamster
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@mcw0it worrrrks (for now)! I skipped the skinning part and lofted the existing edges. It really seems that NURBS are more follicle-friendly.

Thank you very mucho! 😃


,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti

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