Posts Tagged ‘follicle’

mFollicle and NURBS

Thursday, May 21st, 2009

mFollcile (available at http://www.simpletofind.ca) has recently gone through an update, it now supports nurbs!

The tool adds follicles to poly and nurbs objects which are useful in rigging (and especially cloth simulation). I should also mention in all done in Maya…
 
The interesting thing behind this tool is the trouble I had with NURBS… I had no clue what I was doing, and assumed “oh it can be done the same way!” as I breathed and lived with fully polygonal backgrounds.

6 hours later…

So for whoever needs to work with NURBS: I can offer a small insight to finding the proper UV coords on both custom shapes and default geometry.
One thing to notice is that every patch on a nurbs surface (4 point face) has its own 0 to 1 UV map, the first face 0 to 1, second 1.1 to 2 and so on. This is ok, I thought, “I’ll just divide the current number with the max!” (wich is what it should be) but when you try and select the maxU and maxV… it adds more?! so it turns out that the max isoparm and the max UV are not the same.  I am assuming it’s needed to build the bezier curve.. but not user friendly when you’re trying to automate. The fix I used for this was to select the highest possible Isoparm in U and V  obj.u[9999999] and objv[9999999].  Now, this feels like a cheap and dirty solution… and it is… but it works!  If select the 9999999 isoparm, you get the highest one, which you can then use to divide and figure out the current UV across your entire Nurbs surface.  Of course, this is assuming you don’t have 9999999 and 1, but I’m not sure if computers can do that yet… and if they can, why would you need to identify a single point on its surface?