Point deforming eyelid issue

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I'm doing just an rnd/experimenting setup of a thing with lots of eyes that open/close based on the proximity of a target. My idea was to have a lid curve that bends based on the target and that would point deform the lid parts of the critter's geo. (It's okay if the blink isn't a nice arc--it will be run through vellum with an eyeball collider). This worked on small setups when it was just eyelids, but now that I have the whole critter the guide curves are not "catching" the lids. If I polywire the control curves it will warp the whole critter, but still not the lids. I've probably done something stupid, but I would love to know what that stupid thing is, if anyone can take a peek.

The target that controls the opening/closing is animated, so you can just scrub along the timeline to see it in action.

Attachments:
blinkcritter_problem.hiplc (670.2 KB)

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delete "id" attribute after your /obj/critter/polywire4 node since Point Deform is using i@id internally and it's confusing it
Tomas Slancik
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Thank you so much! I'm so used to adding "id" just in case that I didn't think that would be a culprit down the line. (But, come to think of it, I have also seen tutorials using something like "ids" instead, and now I see why.)
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I think it's more of an oversight on Point Deform

Tools that are able to match points or prims by attribute usually allow you to specify the attrib name in the UI

I'd personally not use "ids" as that's not descriptive of anything

i use "id" for individual points or prims for the purpose of matching them up, but if I need them for something more specific I try to give them more descriptive name, like "eye_id" or something
Edited by tamte - 2026年5月8日 15:24:15
Tomas Slancik
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Got it. I'm giving myself permission to feel slightly less stupid this go-'round. Thanks again!
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