How to skin 2 surface with different no of pts?
7621 7 1- yul000
- Member
- 9 posts
- Joined: 3月 2010
- Offline
Hi,
I have 2 primitives that are angled and have different number of points. Ive tried to skin, polyloft, polystitch and bridge. All the lofts are intersecting. Can anyone tell me what settings I need to change?
Polypatch works but all e sides are rounded.(I need e original 2 primitives to retain its form)
I have 2 primitives that are angled and have different number of points. Ive tried to skin, polyloft, polystitch and bridge. All the lofts are intersecting. Can anyone tell me what settings I need to change?
Polypatch works but all e sides are rounded.(I need e original 2 primitives to retain its form)
- Soothsayer
- Member
- 874 posts
- Joined: 10月 2008
- Offline
- yul000
- Member
- 9 posts
- Joined: 3月 2010
- Offline
- Anonymous
- Member
- 678 posts
- Joined: 7月 2005
- Offline
- old_school
- スタッフ
- 2540 posts
- Joined: 7月 2005
- Offline
Either Sort or better a Reverse SOP. Just select one profile, tab-Reverse, done.
Dead give-away is in the viewport snapshot. Both primitive normals are facing each other when they should be facing in the same direction.
This is a common problem. You extract two faces from two objects facing each other to bridge. If the two objects are built properly, then the primitive normals will also be facing each other. Skinning primitives with normals that face each other cause that classic bowtie result. Just reverse one of the primitives. That is why the Reverse SOP exists. Just for that purpose.
Dead give-away is in the viewport snapshot. Both primitive normals are facing each other when they should be facing in the same direction.
This is a common problem. You extract two faces from two objects facing each other to bridge. If the two objects are built properly, then the primitive normals will also be facing each other. Skinning primitives with normals that face each other cause that classic bowtie result. Just reverse one of the primitives. That is why the Reverse SOP exists. Just for that purpose.
There's at least one school like the old school!
- yul000
- Member
- 9 posts
- Joined: 3月 2010
- Offline
Thanks swan. Ive locked the geo file. Its attached below.
Jeff. Ive tried reversing the normals in either way. Yet the “bridge” become a bowtie.
So, Ive decided to delete the primitive and resampled it back into a polygon using add. Now i can manage the twist. but the "bridge is in a foreach node. So, some bridges looks fine but some are still twisted. Anyway to set a rule where no twist occur?
Jeff. Ive tried reversing the normals in either way. Yet the “bridge” become a bowtie.
So, Ive decided to delete the primitive and resampled it back into a polygon using add. Now i can manage the twist. but the "bridge is in a foreach node. So, some bridges looks fine but some are still twisted. Anyway to set a rule where no twist occur?
- rmagee
- スタッフ
- 1185 posts
- Joined: 7月 2005
- Offline
The two polygons that you are trying to connect have points that are out of order - the first one goes 0, 3 1, 5, 2, 4 and the other one is 6, 9, 7, 10, 8. This is because these polygons have been extracted from a more complex piece of geometry. So I added a sort node which resorts them by vertex order so the numbers are at least sequential. After testing a skin there is still flipping so I selected only the first six points and reversed them. The resulting surface seems to be what you are looking for.
Robert
Robert
Robert Magee
Senior Product Marketing Manager
SideFX
Senior Product Marketing Manager
SideFX
- yul000
- Member
- 9 posts
- Joined: 3月 2010
- Offline
-
- Quick Links