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Ronnie42 Dec 28, 2016 @ 3:47am
Shrink-wrap with Key Shapes.
Does anyone know how to keep the shape when applying the Shrinkwrap?

Basically I have a Sonic 3d model that I made, it shares 1 eye lid for 2 eyes.
I need the modifier to be applied since it will be 'applied' automatically to the model when I export out since it won't be suitable to export to game engines.

So when I create my shape keys it seems fine until I apply the Shrinkwrap since it removes the ability to keep the eye-lid mesh above the surface, even causes problems like making the eye-lid go through the model.
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Showing 1-6 of 6 comments
Scre Dec 28, 2016 @ 4:20am 
not sure but i think u need to apply before making any shapekeys or bones weighting
Ronnie42 Dec 28, 2016 @ 5:17am 
Originally posted by Scre:
not sure but i think u need to apply before making any shapekeys or bones weighting

I've already tried that. Basically applying the modifier breaks the effect that I was trying to make. I have no problems making Key Shapes or rigging usually. It just seems like Shrinkwrap can't be used to create custom shapes based on the locations. For rendering in Blender it would be fine but starting to effect this technique might not be suitable for games design, think I might look into texture animation for the eyes/eye-lid.
Pte Jack Dec 28, 2016 @ 9:16am 
If an object has Shapekeys, you can not apply modifiers. You have to apply your modifiers before making shapekeys. Shapekey are a per vertex thing and your new mesh from the shrink wrap does not have the same vertex points as your original. If you were able to apply modifiers, it would surely pooch any shapekey anyway.
Last edited by Pte Jack; Dec 28, 2016 @ 9:22am
Ronnie42 Dec 28, 2016 @ 10:18am 
Originally posted by Pte Jack:
If an object has Shapekeys, you can not apply modifiers. You have to apply your modifiers before making shapekeys. Shapekey are a per vertex thing and your new mesh from the shrink wrap does not have the same vertex points as your original. If you were able to apply modifiers, it would surely pooch any shapekey anyway.

Sure I get what you're saying, was trying to figure out a work around but seems like texture animation might be something I should look into instead. It's strange that I can't just apply the shapes are the points that I want then apply the modifier but that doesn't seem possible.
Pte Jack Dec 28, 2016 @ 11:10am 
Like I said, you can not apply modifiers to objects that have shapekeys. Modifiers add mesh, your shapekeys are built using the existiing mesh under the modifiers, therefore applying modifiers would pooch the shapes anyway.
hey bro did you found an solution or alternative solution? i'm having the same trouble
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Date Posted: Dec 28, 2016 @ 3:47am
Posts: 6