Hi!
I am currently rigging a piece of paper. I am using a Bend Deformer to bend the mesh. On the ends of the paper I created a couple of controls which control clusters to deform the mesh itself. These controls are parented under follicles, so they follow the mesh when it is deformed by the bend deformer. So far everything works just fine.
But… I created a controler that controls a Lattice Deformer which can be navigated all over the mesh to push and pull the geometry. When I use the Bend Deformer it - surely - does not follow. Because this control can be moved all over the mesh I can not use a follicle as a parent. Therefore I tried the “Point on Poly” constraint which also does not give me the desired behavior of the controler. The “Closest Point” constraint did not follow the mesh properly as well.
So I am looking for a proper solution to let the controler slide along the geometry where it will follow the geometry when it is bended.
Any ideas on that issue?
Cheers!
i do not quite understand what you are trying to do as things of this nature can be very hard to explain in text anyways.
something that you must do for these kinds of setups is to use a blendshape for each deformation type/technique and then blendshape it out to your render geo. this is the best way to handle multi-layered deformations.
Yep it is. So maybe this picture will help to understand what I try to do
yes. i do that all the time…blendshapes should be the technology that you should use.
bendGeo > BS1 > renderGeo
latticeGeo > BS1 > renderGeo
for the control to stick to the surface:
ctrlGuideGeo > follicle > constraint/matrix > latticeCtrl
ctrlGuideGeo should be deformed by the bend deformer
and you latticeCluster should be controlled by direct connection. remember, for multi-layered control and deformation, blendShape every important deformation in your asset so that it can be layered and controlled. otherwise everything is fighting with each other for control. i hope this is not confusing. this is similar to next gen facial controls.
ctrlGuideGeo is simply the duplicated geometry, this is not to be rendered or do anything but serve only as a guide for folicles to stick to. and then your controller will be constrained to folicle, making it stick.
equally hard to explain in text.