#DetachedFaces look Wrong
11 messages in this thread
Folks,
Probably painfully simple but……
When I detach faces from an object, ( a sphere for example ) and then reattach
them they appear different when rendered.
I was mapping an animated mouth to a block of faces on a toy plane. I applied
Planar Coordinates and then reattached the section to the plane. when rendered
it shows a seam. I thought it might be the smoothing groups but no such luck.
Any suggestions as to what I'm missing ? allergy season has me a bit off my
game…
Brendan G.
>>Any suggestions as to what I'm missing ?
Have you tried rewelding the object? (just a guess)
John Stetzer
JWS
John,
<<Have you tried rewelding the object? (just a guess)>>
I was hoping to avoid losing the coordinates I applied to the section. I do
like David's idea of rewelding the vertices individually. It's a small square
section so it should'nt take too long.
Thanks for the help and Enjoy your 'Labor Free' ? Labor day. <g>
Brendan G.
The detached object is now part of its own smoothing group. To get rid of the
seam, you'll need to weld the object and possibly re-assign smoothing groups.
Unfortunately, welding the object will remove mapping coordinates and defeat
the purpose of working on detached faces.
One approach is to detach the faces in a region where the seam will not be
apparent, such as along the hairline of a head. Optionally, you can use a more
complex solution I've developed that only works under certain circumstances:
First, you detach the selected faces, copy them, then reattach _one_ of the
detached objects. Weld the object and re-assign smoothing groops (so now its
back to normal). Next, duplicate the master object in-place. Assign mapping
and coordinates to the two master objects independently and then attach them
together. The two objects are now elements which can be hidden/unhidded
independently, yet still animate as a single object.
You now have the following:
1) A single master object consisting of two elements which are identical
except for their mapping coords and maps.
2) An object created by the first detachment step which identifies the region
we want to work with.
Finally, the approach is to render the master object with alternate elements
visible. Then, composite the frames of element "B" over those of element "A"
by using the detached object as a matte. BTW, make sure the materials for the
two elements have idential shininess properties, else the effect fails.
This approach is fairly technical and bulky, so it may not suit some
applications. However, it's the only method I have developed which allows me
to overcome the individual mapping coords limitation. Enjoy.
— James — Choreo Motion —
>>Unfortunately, welding the object will remove mapping coordinates and defeat
the purpose of working on detached faces.
If the object is not too complex, the verts can be welded -one at a
time- without losing mapping coords. Mapping will only be lost if you weld
-selected- verts.
David,
BLUR
David,
You win the 'Most helpful solution award' , just tell me where to send
your complementary case of ice cold beer. Assuming I don't drink it during
today's festivities.
Thanks for the help
and Enjoy your 'Labor Free' ? Labor day. <g>
Brendan G.
>>and Enjoy your 'Labor Free' ? Labor day. <g>
Labor free… HA! I wish. Case of beer?? Can you give me a day off
instead? <g>
David,
BLUR
Ouch! One at a time! This sounds like a job for key<S>cript. Thank for the
tip!
— James — Choreo Motion —
>>This sounds like a job for key<S>cript
If you write it, I'll use it. 🙂
"keysciptedly challenged",
BLUR
James,
As I was reading your suggestion I had to stop and think that you must
have had a real need to solve this problem at some point. I applaud your
ingenuity.
In this case though I think David's welding of the vertices is the way to go.
Thanks for the help and Enjoy your 'Labor Free' ? Labor day. <g>
Brendan G.
> As I was reading your suggestion I had to stop and think that you must have
had a real need to solve this problem at some point. I applaud your ingenuity.
<
Geez, thanks!
> In this case though I think David's welding of the vertices is the way to go.
<
Very true, David's technique is very useful.
My solution is best suited for situations when you don't feel like welding a
thousand verts by hand, or when you need to make serveral adjustments. Once
the matts are created, you can quickly create variations by just render/object
and then recompositing.
— James — Choreo Motion —