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connecting outputGeometry[0] - > inMesh?

connecting outputGeometry[0] - > inMesh?

2003-11-18       - By Eric Kunzendorf

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Howdy!

One thing I don't think you've said (at least not clearly enough for my dense
brain! :) ) is that your HIGHRES model is topologically different from your
LOWRES model. Is it? In other words, does it have different point order, is it
in separate pieces, have you added points (other than a Polygon:Smooth
operation), cut polygons etc. when making your HIGHRES mesh? In that case, the
outMesh and inMesh trick won't work.

If the only thing you've done is smooth the model, and you still have that
history, then you should be able to set the divisions attribute of the
Polysmoothface input node to 0, delete history, connect inMesh to outMesh and
resmooth your model.

If the smoothed version has no history, you may have to delete it, duplicate
the lowres mesh, connect inMesh to outMesh and smooth it. Put it on a separate
layer and animate the lowres version. Then at render time switch visibility to
the highres layer and render, render, render!

Remember, smooth AFTER connecting! If the connection currently changes your
HIGHRES mesh back to the original form, my guess is that the mesh is
topologically identical, so this should work.

BTW, you can then connect the divisions attribute of the Polysmoothface to an
custom integer attribute on the control of your choice and use that to
interactively smooth your model for extreme closeups! Just my .02!

BTW2, rigging hirez and using proxy cubes will not slow things down. In fact,
it will speed things up! That is the fastest way of animating a REALLY heavy
model when even the lowrez version is somewhat heavy. What will slow down is
the weighting of the character, but that is a whole other post! Good luck, and
I hope this helps!

Excelsior!
Eric Kunzendorf
Computer Chair and Animation Instructor
The Atlanta College of Art

garyc wrote:

> Hi Szabolcs, this is interesting as basically I am trying to find a way that
> will allow me to rig and animate a low resolution (LOWRES) creature which
> can then later (i.e. when the shot is complete) be updated to a full high
> resolution (HIGHRES) scan for rendering. I was under the impression that
> "outMesh" to "inMesh" might just do the trick, but I noticed that it was
> giving me identical geometry which you have confirmed so I guess this road
> is pretty useless for what I need.
>
> Other folks that I have talked to have suggested that I use the LOWRES model
> as a wrap deformer to drive the HIRES, but then other people have suggested
> that this is not a very robust way and can cause problems.
>
> I guess I could rig the HIGHRES and then hide it and parent either proxy
> cubes are a sliced up poly model to the joints, but being relatively new to
> Maya I am concerned that this night just slow things to a halt.
>
> Can anyone give me any advice on what might be the best option to use my
> LOWRES model to drive my HIRES for rendering, what's the best option?
>
> cheers gary.
>
> > Hello Gary,
> >
> > The in and outMesh channels are usualy used by polygonal nodes to transfer
> polygonal data.
> > If you connect two shapes by these, you actualy say that object2 should be
> topologicaly
> > and feometricaly identical to object1. So no matter how did your object2
> looked like before,
> > it will loose all geometric data and become a copy of object 1 .
> >
> > What you can do here is to apply modifications *after* you made this
> connection, like putting
> > a smooth on the object2. This way it will animate as object1 and the
> smooth will happen after
> > the animation. But it only works for polygonal operations, you can't
> animate different topological
> > models this way. You have to use a wrap deformer for those.
> >
> > Cheers, hope it helps.
> > Szabolcs
>
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