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blackchicken

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Hello

I like a little tree "jellyfish" from avatar so I do some. I like that all is dynamic and I need practise wire curves and wire solver with attaching to geometry. It is quick test so there is some problems.

1, attaching geometry dont stick. Ofcourse I use wire capture and wire deform. I tryed a lot of values but when jelly move longer way, geometry starts deform. If I rotate jelly in Y,bad deformation is vissible strightaway. There is problem with weights of curves but I hawent a lot of time and my jelly moves only short distance so I leave it as it was.

2, displacement flickering on main branches. I tryed rest sop, adding DICIN/SHADING QUALITY but didnt help. Branches is static so I dont know where is problem.

3, little moving roots. There is my mistake, but I found it late. Some little roots flips UVs. Problem is that I randomly deform each basic curve of roots, then add polywire, but polywire create geometry based on "bounding box" of input curve, which is changing based on time.So sorry for that. Any idea how to solve this problem? I mean same tree. Curve, group all except first point, mountain or point jitter for deforming by group, add poly wire. Ill need deform polywire but that will be much more for computing.

4, Last problem, my mistake, jelly in focus goes threw one of branche, I found it late to, sorry.

Hope you like it little bit, sorry for mistakes but As I said, I have very little time for this project so there it is....Thanks for comments...BC...

post-4005-126701152436_thumb.jpg

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1, attaching geometry dont stick. Ofcourse I use wire capture and wire deform. I tryed a lot of values but when jelly move longer way, geometry starts deform. If I rotate jelly in Y,bad deformation is vissible strightaway. There is problem with weights of curves but I hawent a lot of time and my jelly moves only short distance so I leave it as it was.

You probably need normals on your capture primitives and change the method on the WireDeform to use them. On the other hand, you have such wire-like geometry that you might as well just build them out of your deforming curves procedurally.

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