If you use a subdiv modifier for the surfacedeform target: As soon as you change the subdivision surface resolution the bind brakes. Any solution or alternative for this issue?
Hi, thanks for all you tutorials. But I have an issue when I use a mesh from a text. Even if the geometry seems pretty clean I cannot bind it. It's says "target contains concave polygons".
I literally just spent the last 3 hours trying to work out how to do something like this. Came on UA-cam for a break and found this perfect explanation of exactly what I needed. I have however been having some problems of folding when using a soft body onto some objects.
excellent. I need this reminder almost every time I want to do something with a complex mesh in blender. just transfer the challenge to a simpler mesh object. done!
Oh wow! so many new ideas! Could be a great way to add detail to a characters clothing without having to add that extra detail to the simulation. Like pockets, zippers, seams, and whatnot
From the Blender 4.0 manual: Sparse Bind Only record bind data for vertices that have nonzero weights in the group at the time of bind. This is an optimization, but adding new vertices to the group will require a rebind.
Hi Im using a subdiveded cube on a character belly with a cloth modifier on, that is running the surface deform of the character "belly jiggle" It looks great but when I disable the cage in render as I dont want the cage in the final render, the jiggle no longer shows... any ideas what I can do? cheers
So I have an animation of someone jumping on a bed. I need to find a way to deform the mattress to the shape of their feet when they land. This looks like a great start, but I'm not sure how I would go about setting that up. The mattress would be the deform object, but how would I make it so that the feet are the effectors? Or is this something more for soft body physics? I'm so confused.
Got a question : Why the hell sometimes when i pull a vertice / edge / face to only one axis with my mouse it add 0.00003 cm on another axis ? It's really anoying when im working on huge scale.
@@shadowdemonaer So i tried to apply the scale + rotation and no, i still have this bug. Looked on the web and found nother. It's crazy even G > X > 10000cm add 0.00003 cm on a Y axis. And when i force 0 cm to Y sometimes it not work.
@@nobocks Oh No :( I wonder what to do now? There may be a forum somewhere that could potentially have better trouble shooting... It'd help if the maker of the video would respond to this :( What version of Blender are you using? I haven't actually tried this myself yet, but I'm on 3.3.1
I would assume it would be fairly easy assuming you can get the fabric simulation set up before trying to apply the mail. Honestly I would think for most situations you'd want to achieve this with a texture though unless you REALLY needed the extra detail
i imported text as stl from fusion, subdivided text, and did the surface deform to the plane and then shrinkwrapped the plane to an object, but verticies spike off the back. then tried to shrinkwrap the text to the object and it flatted it. no luck.
Can you use this for make "image deformations" as see in the link UA-cam videos? -Thank you. ua-cam.com/video/VFkVxurKeAs/v-deo.html and ua-cam.com/video/kKHb1hBS7bY/v-deo.html
Hi everyone! Let me know if you have any questions about the surface deform modifier in the comments below! :)
If you use a subdiv modifier for the surfacedeform target: As soon as you change the subdivision surface resolution the bind brakes. Any solution or alternative for this issue?
Hi, thanks for all you tutorials. But I have an issue when I use a mesh from a text. Even if the geometry seems pretty clean I cannot bind it. It's says "target contains concave polygons".
I literally just spent the last 3 hours trying to work out how to do something like this. Came on UA-cam for a break and found this perfect explanation of exactly what I needed.
I have however been having some problems of folding when using a soft body onto some objects.
I love your simple explanations of the modifiers! Very helpful to easily understand what you can achieve with them! Great work! Thanks!
Two hours screwing around with Geometry Nodes and this does it in a few clicks - Progress!
Once again, you saved the day! LOL
Love these kind of videos. Very helpful. Excellent work!!
excellent. I need this reminder almost every time I want to do something with a complex mesh in blender. just transfer the challenge to a simpler mesh object. done!
Awesome content, you have taught me so much. Thank you very much.
Wow... incredible modifier
a really interesting modifier
It really is :)
Thank you! This is very very helpful!
Oh wow! so many new ideas! Could be a great way to add detail to a characters clothing without having to add that extra detail to the simulation. Like pockets, zippers, seams, and whatnot
Thanks, this was really useful for me!
Love this and cannot wait to try it!
Excellent teachings
Mega, thank you so much!
Great! So I technically can do geometry cloth fibers and use simplified mesh to do sim? Thats exactly what I be wanted, thanks alot!
Thanks for this! Is there a way to bake the surface deform modifier so one could export it as a .abc cache for use in other softwares like Unreal?
Great Video !
Thanks!
sooooo helpful thanks sm
Hi, Thanks for this video, But I do not understand the function Spare Bind
What's the function about that,
Thanks again,
From the Blender 4.0 manual: Sparse Bind
Only record bind data for vertices that have nonzero weights in the group at the time of bind. This is an optimization, but adding new vertices to the group will require a rebind.
Hi Im using a subdiveded cube on a character belly with a cloth modifier on, that is running the surface deform of the character "belly jiggle" It looks great but when I disable the cage in render as I dont want the cage in the final render, the jiggle no longer shows... any ideas what I can do? cheers
Interesting!
brillant !
So I have an animation of someone jumping on a bed. I need to find a way to deform the mattress to the shape of their feet when they land. This looks like a great start, but I'm not sure how I would go about setting that up. The mattress would be the deform object, but how would I make it so that the feet are the effectors? Or is this something more for soft body physics? I'm so confused.
2 years late but i would subdivide the bed and then animate keyframes of a section of the bed being moved where the feet are, using the grab feature
Got a question : Why the hell sometimes when i pull a vertice / edge / face to only one axis with my mouse it add 0.00003 cm on another axis ? It's really anoying when im working on huge scale.
Did you apply your scale to the object first?
@@shadowdemonaer Nop ! I gonna try it tomorow ! Always forget to apply the scale by the way. Thinking this thing should be automatic.
@@nobocks I hope it works! I'm still in my early learning phase, but it was the first thing that came to mind.
@@shadowdemonaer So i tried to apply the scale + rotation and no, i still have this bug. Looked on the web and found nother. It's crazy even G > X > 10000cm add 0.00003 cm on a Y axis. And when i force 0 cm to Y sometimes it not work.
@@nobocks Oh No :( I wonder what to do now? There may be a forum somewhere that could potentially have better trouble shooting... It'd help if the maker of the video would respond to this :(
What version of Blender are you using? I haven't actually tried this myself yet, but I'm on 3.3.1
Have you done the Mesh Deform Modifier?
awesome
Thanks!
Very interesting. I wonder how we can take advantage of this as clothing, say chainmail on a medieval character.
I would assume it would be fairly easy assuming you can get the fabric simulation set up before trying to apply the mail. Honestly I would think for most situations you'd want to achieve this with a texture though unless you REALLY needed the extra detail
wwwwwwuts sup guys.. Justin is AWESOME:)
I got error => out of memory
cia coup
Hmm, interesting way to bend things.
WOW...4:20
Lots of fun! :)
i imported text as stl from fusion, subdivided text, and did the surface deform to the plane and then shrinkwrapped the plane to an object, but verticies spike off the back. then tried to shrinkwrap the text to the object and it flatted it. no luck.
😍❤️👌👍
:)
Can you use this for make "image deformations" as see in the link UA-cam videos? -Thank you. ua-cam.com/video/VFkVxurKeAs/v-deo.html and ua-cam.com/video/kKHb1hBS7bY/v-deo.html
=D