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sami
03-25-2012, 01:38 PM
Hi,

I'm importing 2D EPS files (.ai v8) at standard curve res for use in a project where i'm rigging up 2D characters out of separate 2D body parts- with weight maps and bones.

What is the best way to get decent geometry in the center of these 2D shapes so I can bend them like a paper character any which way?

What I've been doing is importing the outline curves of the shapes, Julienne2-ing them on x and y axis and then selecting polys w > 4 vertices and tripling them - so you end up with a grid shaped looking thing with quads in the middle and ugly tripling at the outlying polys along the curves.

Any better techniques you can think of? The thing is my technique makes for crappy weight maps around the edges of the curves at a joint. But is ok for bones in the middle of the character where there is evenly spaced points...

Thx for any ideas :)

nickdigital
03-25-2012, 03:16 PM
Instead of cutting up a polygon I would remake the shape with subds so they can bend smoothly.

Is there a particular reason why you're doing this in LightWave versus a program like Flash or After Effects?

With this script you can make IK rigs in After Effects.
http://ik.duduf.com/

Sensei
03-25-2012, 07:31 PM
Making good looking geometry with EasyMesh http://easymesh.trueart.pl using this option should be quite quick
http://www.trueart.pl/Products/Plug-Ins/EasyMesh/Graphics/Movies/EasyMesh_7.gif

sami
03-26-2012, 03:59 AM
Instead of cutting up a polygon I would remake the shape with subds so they can bend smoothly.

Is there a particular reason why you're doing this in LightWave versus a program like Flash or After Effects?

With this script you can make IK rigs in After Effects.
http://ik.duduf.com/

I'm making something for unity and the rigged character is flat. Not South Park style but rather parappa style.

Since FBX boned character is my output, AE is out. Thx though..

sami
03-26-2012, 04:01 AM
Making good looking geometry with EasyMesh http://easymesh.trueart.pl using this option should be quite quick


I'll check it out its alt of work to manually do it like this off the vector imports but for the best geometry then maybe this is best... Thanks for the plugin tip.

Skonk
03-26-2012, 04:41 AM
Import the EPS and while it's still flat (as in before you extrude it), use the Jullienne(2) tool to slice it into even sections (do it twice, one in each direction); clean up the edges (welding/deleting points so you end up with a shape made up of quads) and then extrude.

Will take a while but should give you a mesh that you can SubD and bend about.

sami
03-26-2012, 09:32 PM
Import the EPS and while it's still flat (as in before you extrude it), use the Jullienne(2) tool to slice it into even sections (do it twice, one in each direction); clean up the edges (welding/deleting points so you end up with a shape made up of quads) and then extrude.

Will take a while but should give you a mesh that you can SubD and bend about.

Thanks this is what I was doing except for the clean up the edges bit. On curvy shapes this would take forever - so I was tripling those edge polys but they don't bend so nice at the edges that way...

sami
03-26-2012, 09:34 PM
hmmm.. just occurs to me after looking at Sensei's animated gif, but would it work to julienne the heck out of it and them pull into 3DCoat and auto-retopo the shape? Would that give me clean quad poly flow on a 2D shape?

off to experiment....