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Thread: Genoma help: Pivot Point on paper folds

  1. #1
    Big fan of coffee raw-m's Avatar
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    Genoma help: Pivot Point on paper folds

    I have an origami style animation to do. It has parts folding on top of each other and the client wants bends in the paper as the pieces fold to give the whole piece a sense of realism and dynamic. After a bit of playing I think the best way to approach this is to rig a model to help with the bends and swop in new models when things start to get messy and folds get on top of folds!

    I'm using Genoma as a starting point (really enjoying it, too!) and treating the paper as a hard bodied object so I get clearly defined creases. I've ran into an issue and need help! As you see from the attached pic, I can't get my object rooted to the pivot point when rotating the Pitch - it sinks under or over the root bone leaving a bigger gap the more Pitch I give it. Each piece is a separate object with it's own weight map. What am I doing wrong?

    Simple scene included (I want to get the basics first!).
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  2. #2
    Do those little yellow bones affect the geometry?

  3. #3
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    falloff and weight maps

  4. #4
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    I've changed falloff values but although the base sticks to the origin I get distortion soon after. This is a basic Genoma Spine with weighmap applied.
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  5. #5
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    Yes, you are doing it wrong. Upload your scene.

  6. #6
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    Quote Originally Posted by Jim M View Post
    Yes, you are doing it wrong. Upload your scene.
    Thanks Jim. If I don't apply a weigh map with falloff the base of the object drifts (as in original post).
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  7. #7
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    Any luck here, still scratching my head!?

  8. #8
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    rwa-m,

    I looked at your original scene yesterday and i failed to figure out what was wrong. It just seemed to complicated with all of those different kinds of bones. Some bones have weight maps assigned some don't. If I were setting this up I would use skeletons and keep it a lot simpler so I could use the Use Weight Map Only setting. I know genoma is supposed to make rigging easier but I think in this case it has made a complicated setup that is hard to understand.

    -Joe

  9. #9
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    Yep, I've tried to run.... rigging has never been a strong point! Bought RHs RHR tutorials a couple of days ago so will start picking that apart very shortly!

  10. #10
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    I've always set my bone falloff to 128 (top bone properties) in cases like this.
    Also I would setup the model as a subD object and tweak the weightmap till happy.

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