Call us toll free: +421 902 099 830
Top notch Multipurpose WordPress Theme!

Using falloffs in archviz, part 02

Dec
18

Using falloffs in archviz, part 02

Hello everyone!

Since the first tutorial was a success, we’re back with another brief tip. There were some attempts to make this work even easier and in more directions. Of course, it would be no problem to have as many Weight maps as you feel you need, but for every transformation, one has to select the correct map, which can, at times, be tedious work. It might be better idea to do some more work at the start that saves us a lot of work in the long run. So here is the solution, that can make this model even more interactive and easier to change!

We start were we left of in the first part of this tutorial, with a Weight map, that drives the length deformation of our window (could be any other mesh of course):

Just like we did in the first part, we create a second Weight map, called height, and set the desired Weight values to the various parts of the mesh ( only 0% and 100% in our particular case):

Now comes the fun part! The Weight map can be used to drive the deformation of the mesh through a locator. We can create the Deformer (displayed as a locator in the viewport) by right-clicking on the Weight map and choosing “Add weight map deformer” from the menu. The deformer gets automatically parented under the window item. We can hide them now, since we don’t need to see them any more.

One problem I had with the Deformers is, that they get created in the middle of the Weight map automatically (you can change the position by moving the Deformer’s pivot, but this might cause trouble in some cases, with direction constraints ¬†for example ). A way around this is to parent these Deformers under new locators, that we can position freely. Therefore, our next step will be to create Locators (one for the length and another one for the height) and position them to our liking, so we can snap them to the wall geometry. I already parented them under the window Item, so we can move the item without it getting deformed unnecessarily.

Since for the Deformers to work, they must be parented to the mesh they deform, we can use hierarchical parenting to create the desired Locator-Deformer relationship (the desired hierarchy would be Item>Locator>Deformer), or we can use dynamic parenting. First select the Deformer (future child item) then add the Locator ( future parent item) and select Add Parent from the dynamic parent menu in the Animate/Setup Tab. Repeat this for the other Locator-Deformer pair as well.

It is important to have Compensation turned on while applying the Dynamic parent, otherwise the Deformer jumps to the Locator’s position and the mesh gets deformed.

Now, the window should be ready for use. You can change the length and height of the window just by moving the locators around, you don’t even have to enter the component mode!

If you would like to try the finished model out, you can download it here:

 

[box type=”shadow”]Download

[download id=”5″][/box]

 

I hope you liked it, If you have any questions or other solutions, feel free to use the comment section below.

 

 

 

 

About the Author:

Related Posts

Sorry, the comment form is closed at this time.