Tools in modeling packages to constrain 1 object to another?
JQP
Posts: 512
I'm thinking specifically of the kind of thing SY's hat & hair helper is supposed to do. Is there a tool in Max/Maya/Modo/etc where you can take the hair and squash/compress it into the hat/hood? Is there some term for this that I can google?
Comments
In hexagon. But I can't remember the name.
Looking around on the 'net, maybe blend shapes or shrink wrap (Maya) would be the way to go?
In Cinema that would be a Mesh Deformer.
If you are using a modeling program then just edit the hair geometry to fit in the hat, you don’t need anything special, just move the vertices so they fit in the hat.
I'm looking to squash the geometry uniformly (relatively uniformly) between the skull and the hat, not just fit it into the hat. But fitting it into a hat isn't all that straightforward either, unless I want it to take forever and look a mess afterward. It doesn't have to look perfect or anything, but the idea here is to do to the digital hair something like what a hat does to actual hair on a head. If I just wanted to smash it down so it didn't clip the hat I could use d-formers.
Prixat, a quick search put me on to Maya's wrap deformers and mash deformers, thanks.
If you want to squish the hair closer to the skull, and it's layered hair, a weight-mapped Push Modifier in DS may do the job.
I would just start off by selecting the top most verts, use a soft selection falloff and scale them down. You are not going to see the hair under the hat so you only need to prevent the hair from poking through and sculpt around the brim of the hat.
Richard, yeah I keep meaning to check out how push modifiers work, I know absolutely nothing about them. Ratz, that sounds like a good suggestion too.
Thanks guys.
shrink warp in Blender; you could also assign the specific vertices you want to be affected to the modifier (the tool you would use), so it wouldn't affect all the hair.