wirecapture and wiredeform

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Hi, I want to deform my character ponytail here, but when it gets too far, wire capture does not works.
is it a good idea to use wire capture and wire deform here? I used point deform and path deform but they didn't gave me a good deformation.
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Edited by wayfarer - July 19, 2024 04:51:03

Attachments:
mixammo.7z (415.8 KB)

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Did you try increasing the influence? On the Wire Capture's Capture tab, slowly increase the U Radius value until it captures all the geometry.
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You can try moving the character to the world origin using MatchSize node (keep the xform matrix) and pointdeform it there. PointDeform doesn’t work well with big distance differences in my experience. So you need to sort of extract the locomotion and reapply it later on after the point deform.
Edited by anon_user_09389530 - July 21, 2024 09:30:04
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Thanks for the reply, guys. I ended up adding a thick polywire to the curve and used point deform to apply the ponytail to that thick polywire.
Edited by wayfarer - Aug. 24, 2024 03:01:11
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I think the main problem here is, that wiredeform is not taking the the full orientation of the curve only the tangent. It seems that main idea is from the paper "Wires: A Geometric Deformation Technique" from Karan Singh and Eugene Fiume, where the rotation is based on the difference angle of the tangent vectors. I've done some experiments and it is quite straight forward to reimplement something similar in VEX. It is also possible to substitute the rotation using delta orientation intead of delta tangent rotation. But of course you need more input information now (orientation of the curve(s) must exists).
I think overall the point deformer is better all around tool, if you want maintain the orientation.

But if interested, here is an experimental file using a custom wire deformer

@edit: just figured out I've attached the wrong file
Edited by Aizatulin - Aug. 24, 2024 03:20:27

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run_03_wiredeformA.hipnc (544.8 KB)
run_03_wiredeformB.hipnc (554.8 KB)

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Thank you. Driving a large volume of polygons with a thin curve is a bit tricky, especially when there’s no guarantee that the curve is centered. I checked Maya’s polywire deformer, but it wasn’t 100% accurate. Since the ponytail was modeled in ZBrush, I had to find a way to deform it properly.
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Sure,

I've just figured out, that I've attached the wrong file. "Deform" is quite similar to wiredeform (if you turn on biased displace).
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For more Point Deform-like use cases, set the Wire Deform's Blending parameter to "Weighted", Transform Local Frame to "Align Tangent and Attrib Normal". Make sure you have normals on the curve and that when you're deforming the curve, that the normals are also transforming appropriately.
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@edward this is working nice, I only had to swap the up <-> N attribute in the orientation along curve sop.
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