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skin wrap fail
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  • Total Posts: 7
  • Joined: 09 April 2008 02:40 AM

I have a simple mesh that I have applied cloth dynamics to.
I have a mesh hair that I skin wrapped to the above.

It works fine for awhile, it moves like the cloth result, but when
closing the file and opening it up again, the skin wrap fails.

Anyone know a workaround for this? I know it has been a problem for many versions
already.

How do you use skinwrap with success? Share your stories please.

Thanks
Mannyfromwayback



Replies: 1
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what do you mean by ‘skin wrap fails’ exactly?  does it just not work?  does it explode?

skin wrap has often been quirky for me too.  i recall reading somewhere once that using
vertex method usually works the best.  and i’ll often have to hit the reset button when
it starts getting a mind of it’s own (making sure it’s in the zero position, aligned with deforming mesh).
also, make sure the topology of the deforming mesh (target of skin wrap) doesn’t change.
a reset will fix this too though.

Author: findapollo

Replied: 03 March 2010 08:40 AM  
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Sorry that I wasn’t clear by “fail”
I just meant that the connection will break for me at random moments.
Yes, after I re-set it up or refresh the connection it will work again.
But taking this step is a hassle sometimes. I guess I was just fishing
for some skin wrap workaround tips.

Here’s what I want. I have a character, she has long hair, I want to control the long
hair with multiple cloth dynamic setups. 1 for the back of her head, a few for
the curls that hang alongside her face.

Any other solutions you can offer out there?

(putting the cloth mod directly on the hair doesn’t work for me because her
hair is wavy, and once the gravity gets ahold of those curls, it collapses them onto
itself.)

Maybe I am using cloth mod wrong?!!?!



Replies: 0
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yes, sometimes max can be a hassle:  facto-life

here are a few things you could also try…

for the curls you could try the flex modifier.
it’s definitely tricky to get the hang of, but if u can
find some settings that work, you wouldn’t have
to mess with it much after (or continually be simming)
and you’ll get some nice springy curls

for the hair, is it a pony-tail?  you could just try
rigging a bone chain with spring controllers.
you’d get pretty close to what the cloth setup does
and again, once this one is setup, no simming or fussing.

other than that, maybe post a screenshot of your setup
with the skin wrap modifier selected.  maybe you’ve got
your settings wacky, or may we can tell from the viewport
if you’re using a bad cloth setup or something.



Replies: 1
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Hmm… the reason why I like cloth is because of the collision I can enable
with the upperbody of my character.

I know you can have forces and collision objects with flex, but have you had much
success with this? Its not a ponytail, its long kinda wavy at the bottom. Flows over her shoulder.

I will investigate a diff cloth setup without the skinwrap, skinwrap is my only hangup right now.
I’ll also try the flex setup you mentioned. Thanks dude.

Author: mannyfromwayback

Replied: 03 March 2010 12:18 PM  
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i would only suggested flex for the front curls (i picture little curls).
i don’t think flex would work for the main hair and i wouldn’t even try.

the cloth-skinwrap method is pretty common and should work just fine.
it sounds like your cloth is going fine, so i wouldn’t mess with that
unless it’s taking long to simulate.

are you letting the cloth pre-sim (settle) and saving that as the initial state
before setting the skin-wrap?

do you have the ‘weight all points’ checkbox checked?  u probably should

still wouldn’t mind a screenshot (if that’s allowed) as there might be
something glaringly obvious that myself or someone else on the forum
might spot right away.



Replies: 0
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  • tremor
  • Posted: 25 September 2011 10:38 PM

i think i know what you mean about skin wrap failing.

it happens to me also, i work on a kids series and my character is held by a rope, that’s tied to her body, the “rope” is a mesh genereted from one of the characters body loops, topologically it fits perfectly.

but when i open the scene again. or just press render, the wrap snaps up to it’s original frame 0 position.

i worked around it by putting a point cache modifier and disabling the modifiers bellow.

if you have a different solution please share :)

kobi



Replies: 2
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How about converting it to Skin and using the same bones that are controlling the mesh “under” it to control the bit of rope around her waist?

I would have to see it to be able to tell what we can fake and what has to look correct though. :)

Yes, skin wrap is a terrible terrrible thing...I haven’t used it in 2012 though, maybe its been miraculously fixed?
manny

Author: mannyfromwayback

Replied: 26 September 2011 05:32 AM  
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If it was based off the character mesh, fits perfectly and doesn’t need dynamic simulations, the best route would be to just combine (or leave it) in the character mesh and weight all the rope vertices the same as nearby character verts.  Any rope vertices that are in contact with the character should have EXACTLY the same weights (and preferabbly match up the character vert-for-vert.  You can blend the other verts (that aren’t touching) the character to get stretching if you want.  This works good for sleeves, collars, blousing, pleating, etc..

Author: findapollo

Replied: 26 September 2011 01:00 PM  
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  • ML2010
  • Posted: 26 September 2011 11:58 AM

Try to pointcache your cloth objects, and then delete the cloth modifier from every object. The skinwrap should be way more stable over a pointcached object instead a cloth-deformed object.

cheers,

M



3D Studio R1 (DOS) -> 3DS Max 2012
from Montreal, QC - home of 3ds max :)

Replies: 0