How does proximity wrap avoid double transform on a rig?
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Heya, I'm trying to understand how to use the proximity wrap with a character and avoid double transform issues.
Basically I want to use a simplified mesh to drive part of my rigged model using proximity wrap. I want to use proximity wrap because it has by far the best performance compared to the legacy wrap and mesh to mesh component skinning.
My model has quite a lot of complicated deformation across its body/fin so I need to have the simplified mesh follow the deformation of the model
1. Here is the model and the simplified mesh for the the fin, I want to either use ncloth or the shrink wrap deformer on the simplified mesh to add additional animation to the fish.
2. Here is the simplified mesh affecting the fin using the proximity wrap deformer.
3. Here I am moving the character, but the problem is that the simplified mesh doesnt move with it, which is a problem if I want to use ncloth or a shrink wrap deformer on the simplified mesh. I cant have the simplified fin interact with other objects the fish swims into if its in the wrong position and not matching the fish's deformations.
4. Here I skinned the simplified mesh fin to the joints of the character rig so the simplified mesh is in the correct position, but this introduces a double transform on the fish model I cant figure out how to avoid. I'm using the default proximity wrap settings here.
5. Frustratingly if I use the snap option on the proximity wrap it solves the double transform issue... but now the fish model is shrink wrapped to the simple fin model which isn't something I want. I want the proximity wrap to work in surface mode but have no double transform.
Is there a way of doing this?