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Hash, Inc. - Animation:Master

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  • Hash Fellow
Posted

Never mind. I got it to work a bit.

 

However, I'm finding the constrained object is following a jagged straight line path over the surface rather than following the actual surface curve.

 

this is an onionskin screen shot

 

surfCon.jpg

 

 

Anyone know what's up with that?

Posted

It could be that the bone that contacts the surface loses contact? There's an old project that I put together here...it's a four-wheeled cart that uses surface constraints to keep the wheels on the ground. A better setup was put together by Mark Skodacek, here.

 

Hope that helps, Robert.

  • Hash Fellow
Posted
It could be that the bone that contacts the surface loses contact? There's an old project that I put together here...it's a four-wheeled cart that uses surface constraints to keep the wheels on the ground. A better setup was put together by Mark Skodacek, here.

 

Hope that helps, Robert.

 

Thanks David, that's a neat set up.

 

I'm not sure I can see it on yours, but I think the surface constraint really follows a four-subdivision-per-spline approximation of the surface rather than the actual patch surface. That's what the tests I've tried so far indicate.

 

This is a bone following the surface of a 3-cross-section lathed cylinder

 

surfcon2.jpg

 

 

edit:

 

subdividing the cylinder into 16 sections didn't help. the constrained bone is still moving in straight line paths, about 4 sections per 90° turn.

 

surfcon04.jpg

 

 

 

I'd be curious to see if anyone can load this test PRJ and get a different result.

 

SurfConTest.zip

  • Developer
Posted
I'm not sure I can see it on yours, but I think the surface constraint really follows a four-subdivision-per-spline approximation of the surface rather than the actual patch surface. That's what the tests I've tried so far indicate.

 

It's fixed for V15.f

 

15f.jpg

  • Hash Fellow
Posted
I'm not sure I can see it on yours, but I think the surface constraint really follows a four-subdivision-per-spline approximation of the surface rather than the actual patch surface. That's what the tests I've tried so far indicate.

 

It's fixed for V15.f

 

15f.jpg

 

Cool! I was thinking I might be crazy. The thing I thought was really odd was that increasing the patch density didn't reduce the straightline jagginess.

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