Floating Spikes - Rigidity Maps

Okay, here's the thing. I created a clothing item with spikes on the sleeves, and employed Rigidity Maps so that the spikes keep their shape regardless of the morphs used on the character wearing said costume. And up until now, this has worked very well. However, I have recently encountered a problem.

When morphed to a certain extreme, the spikes begin to...for want of a better word, detach from the main costume. Now I've tried created morphs to compensate as well as creating more reference points for the spikes, and all I did was make the problem even worse. If anybody can offer any suggestions, I would be greatly appreciative.

Included are pics of the spikes in question. One pic of when the figure is at its default shape, and the other when heavily morphed.

Spike Problem 1.png
1008 x 878 - 278K
Spike Problem 2.png
1008 x 878 - 486K

Comments

  • Richard HaseltineRichard Haseltine Posts: 102,890
    edited February 2018

    Each spike has its own group and refrence? They seem not to be picking up rotation, which would suggest that it is the referecne polygon(s) thata re the issue. You might try making the spikes props parented to Rigid Follow Nodes on the base figure, se if that works better.

    Post edited by Richard Haseltine on
  • OrionPax09OrionPax09 Posts: 419
    edited February 2018

    Yes, each spike has its own rigidity group and reference. Hmm...I could try changing the reference polygons. And I tried making the spikes props parented to the base figure; the results...well, bad, suffice it to say. This is the first time I've seen any problem with rigidity.

    Also, I tried creating morphs that would send the base of the spikes deeper into the material so they would at least not look like they were floating, but they still wind up being...deflected by the figure wearing it somehow.

    Post edited by OrionPax09 on
  • Each spike has its own group and refrence? They seem not to be picking up rotation, which would suggest that it is the referecne polygon(s) thata re the issue. You might try making the spikes props parented to Rigid Follow Nodes on the base figure, se if that works better.

    Wait. I was going over a tutorial about Rigidity Mapping to see if I had missed something. And there was mention of items rotating with the mesh when it comes to clothing. And since you mentioned the spikes not picking up on the rotation...is there a tutorial that goes into greater depth about rotation when it comes to Rigidity Maps?

  • As far as I know the spike should match the rotation of the reference polygon(s), I don't know a way to edit it (other than choice of references)

  • Each spike has its own group and refrence? They seem not to be picking up rotation, which would suggest that it is the referecne polygon(s) thata re the issue. You might try making the spikes props parented to Rigid Follow Nodes on the base figure, se if that works better.

    Wait. I was going over a tutorial about Rigidity Mapping to see if I had missed something. And there was mention of items rotating with the mesh when it comes to clothing. And since you mentioned the spikes not picking up on the rotation...is there a tutorial that goes into greater depth about rotation when it comes to Rigidity Maps?

    What tutorial was this? I need to read up on this for some buttons

  • Each spike has its own group and refrence? They seem not to be picking up rotation, which would suggest that it is the referecne polygon(s) thata re the issue. You might try making the spikes props parented to Rigid Follow Nodes on the base figure, se if that works better.

    Wait. I was going over a tutorial about Rigidity Mapping to see if I had missed something. And there was mention of items rotating with the mesh when it comes to clothing. And since you mentioned the spikes not picking up on the rotation...is there a tutorial that goes into greater depth about rotation when it comes to Rigidity Maps?

    What tutorial was this? I need to read up on this for some buttons

    Rigidity Grouping and Mapping in DS 4.5+ It's an older tutorial, so some of the control locations have changed since it was made. But it still answers a lot of questions about the various how-tos of rigifity mapping.

Sign In or Register to comment.