Proximity Wrap scale issue

Proximity Wrap scale issue

matteo.dilena
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Message 1 of 9

Proximity Wrap scale issue

matteo.dilena
Enthusiast
Enthusiast

Hello,

 

I just stumbled on what I suppose is a bug in the proximity wrap, and I reported that through the feedback form. But I wanted to put it out here so I could also attach a file that shows what happens when setting up a proxy/cage mesh wrap which is not perfectly adjacent to the deforming mesh. This could be a very useful feature in rigging, but unfortunately it doesn't play well with scaling.

If you scrub the timeline in the file you'll see that, once the cylinder scales up, the wrapped sphere will suddenly warp inside of it loosing its original shape.

 

matteodilena_0-1663110091769.png

 

 

Cheers,

Matteo

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1,583 Views
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Replies (8)
Message 2 of 9

matteo.dilena
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Enthusiast

So it looks like the workaround for this is to scale constraint/connect the scale of the wrapped mesh and then everything works correctly, but I wonder if it wouldn't be better to have a scale parameter on the deformer itself as the one on the Delta Mush.

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Message 3 of 9

kelly_hynes
Autodesk
Autodesk
Accepted solution

Hello,

 

The behavior you describe is, in fact, not a defect.  It is the expected behavior.

 

Kelly



Kelly Hynes
Manager, Software QA Engineering
Installation & Licensing forums | Contact product support | Autodesk AREA


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Message 4 of 9

hans.rijpkemaWXZXU
Autodesk
Autodesk

To clarify a bit more, most of the sphere binds to the sides of the cylinder. You can see that if you temporarily change the wrap mode to "snap" and then dial the envelope of the proximityWrap deformer up and down.

When the cylinder scales, the verst bound to the side will move up and down with cylinder when it scales. But it will keep the same distance to the sides (because that is how it was bound). That gives the effect of the sphere turning into a more cylindrical shape. 

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Message 5 of 9

hans.rijpkemaWXZXU
Autodesk
Autodesk

You could have a better effect if the cage geometry would have a more similar shape to the geometry being deformed such that distances from geometry to cage are more similar for all verts. So if the cage was a sphere as well of some resolution you would see a better deformation.

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Message 6 of 9

matteo.dilena
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Enthusiast

Hi Kelly,

 

thanks for confirming this. After reading through the docs again today, and seeing one of the examples, I got the feeling that was the expected behaviour.

 

I guess you can disregard my reported issue then 🙂

 

@hans.rijpkemaWXZXU yeah I will have to try changing my approach slightly, as what I was trying was to give animators a quite low res cage for a tube like mesh that could deform a high res one. Using a scale constraint fixes the issue described above, but the deformer doesn't play too nice in certain scenarios with such a low res cage.

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Message 7 of 9

DomTD
Contributor
Contributor

Take look at this awesome custom GPU & Multithreaded wrap deformer for CFX, Rigging and others alternative.

Used on Hellboy 2019 by Mr.X: https://youtu.be/dt5g5_1cKVk

Website: 3D Tools for Animation & VFX 

 

Message 8 of 9

matteo.dilena
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Enthusiast
Hey @DomTD,

thanks for your suggestion, although it feels like Maya's native Proximity Wrap deformer can already achieve all of that, and they also introduced a new way to drive scale in the last few maya versions, addressing the issue flagged in this topic.
Message 9 of 9

DomTD
Contributor
Contributor

Thanks for reply! I believe performance could be any issue; It also supports unfrozen geometries (no freeze transformation)  and preserve very well the volume.

unfrozen_mesh.JPGcloth_threads.JPG

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