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I use PathDeform to position a very large object which has hundreds of attached objects and needing to know how to keep the positining of these after PathDeform has been applied. Please see attachment.
website: http://www.all3dmax.com
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An Attachment Constraint will stick the object to the surface as it deforms once you have set the position. But if there are hundreds of them, it will take a lot of time to set up them all like this. Unless there is a script to automate it.
It may be easier to attach the objects as part of the mesh.
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Looking at the image, the red dot goes into the blue mesh on a sharp concave turn. Adding more length segs to the blue will smooth out the turn. As it is it cuts straight across from one section to the next while the red follows the path curve.
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Thank you for your response.
The project I am working on is alot more envolved than this example and a low-poly count is crucial. What I have been doing is attaching all elements in the scene to be one object and then applying the PathDeform which gives the above result. I will try Constraint and see how this works, although tedious it would be more rewarding than having to manually relocate each piece afterwards.
I have added another example which may also assist in understanding the problem.
update: using the Constraint has not resolved this issue
website: http://www.all3dmax.com
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Ya, it’s called pathdeform afterall, so it will deform your results, which looks like it’s not what you want.
You could also try the snapshot command, basically, you animate your objects along a path, and then use snapshot to capture the position of the object at each frame as a brand new object.
- Neil
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