Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
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02-09-2009 08:10
So I've managed to model an object in 3D using bog standard mesh - NURBS seemed too hard to get my head round and I found it easier to create a face at a time rather than trying to manipulate the vertices of a premade sculpty mesh. Having done so I now want to fit the sculpt mesh over the normal mesh. I've been at it with shrinkwrap and straightforward vertex manipulation but am looking for a cleaner more precise and efficient means of matching the surface I've modelled. Is there a way in Blender of snapping the sculpty mesh vertices to vertices in the original mesh i.e vertices in one object to vertice positions in a different object? I don't seem to be able to get the vertices in two objects to display at the same time. Thanks for any help.
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Gaia Clary
mesh weaver
Join date: 30 May 2007
Posts: 884
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02-09-2009 10:35
From: Drifter Dreamscape Is there a way in Blender of snapping the sculpty mesh vertices to vertices in the original mesh i.e vertices in one object to vertice positions in a different object? I don't seem to be able to get the vertices in two objects to display at the same time. Thanks for any help. I am not aware of a snapping object to object function, although i would not at all be astonished, if such a thing does exist. Have you checked for available scripts on the blender site ? For looking at the vertices of 2 objects at the same time: - ensure that your sculptmap has no multires (apply multires if necesssary) - ensure that you are in object mode - select both objects - Object -> Join objects now both objects have been joined to one object only. You will need to test a bit in which order you need to select the objects so that later the sculptie relevant data survives (see caveat below) - go to edit mode and see that you can move all vertices around. - when ready with moving, press "P" and select "all loose parts" then you have 2 separate objects again. caveat: The separate objects might loose information, because when you join them only one objects data set survives. when you separate them again, both objects will get the same property set (internal data). And at the end the sculptie baker might get confused due to wrong or missing properties. This is a big problem when you are working with different sculpties at a time and want them to join temporarily. At the moment there is no solution to this problem. You need to find out in which order you must select the disjoint objects in foirst place before you join them. Probably you should choose the sculptie first, then the other object (but thats only my guess). Does that help you ?
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Drifter Dreamscape
Registered User
Join date: 30 Mar 2008
Posts: 182
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02-09-2009 12:18
Thanks for help, Gaia. Does it help?? Haven't a clue but it sure looks like an extremely clear and concise set of directions I'm going to spend a lot of time experimenting with. Very much appreciate your expertise.
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Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
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02-09-2009 15:15
I had some reasonable success by manipulating the sculpt mesh around the target mesh, setting the verts close to the target all over as evenly as possible. So the sculpt mesh is a close resemblance of the target but totally surrounded. I set the Shrink-wrap and once it looks ok but the verts all moved a bit, I press "W" and "Smooth" the mesh a bit at a time. This evens up the sculpt mesh a bit. Then finally you can clean it up some more.
Probably not what you want but will help on other things.
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SCOPE Homes, Bangu -----------------------------------------------------------------
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Kornscope Komachi
Transitional human
Join date: 30 Aug 2006
Posts: 1,041
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02-09-2009 16:59
Forgot to add... Move vertices's with "G" and holding "Ctl" will snap to other verts. One at a time though.
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SCOPE Homes, Bangu -----------------------------------------------------------------
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Tiziana Catteneo
Registered User
Join date: 19 Feb 2007
Posts: 187
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02-10-2009 12:39
The snap between 2 objects should work the only problem is that you don't see the other object vertex. Try to grab a vertex and drag it pressing Ctrl on the second mesh using snap type closest. the vertex should stop on other object when he found a vertex.
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