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I tested this wrap deformation out on a combination of four pieces, the head, ears, neck and torso. It did mean I had to rework the block -out pieces in a way that made sure the vertices where ones connected.
The result can be seen below.
Like with the blend shape test it gave me the possibility to deform the mesh from human to bipedal werewolf form. But the wrap deformation also gave me the possibility to adjust the whole mesh keeping the mesh on solid object. This can be seen below.
The wrap deformer seems to be a great succes to create blend shape deformation in maya on seperate pieces and making sure they apply on the solid mesh. It basically means you can create a blend shape based transformation in maya on a whole character model.
I can image that it is definitely possible for a low poly character to have a real-time character transformation.
I can image that it is definitely possible for a low poly character to have a real-time character transformation.
However the question still remains if it can be used in UDK and this is what I will test later this week.
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