As far as I’m aware R3DS Wrap has the limitation, that it does not work well with basemeshes, which have a mouth socket.
I am now using a basemesh, where I deleted the mouth content. (Teeth, tongue, gums.) Wrapping works perfectly now.
The problem is, I do actually need those elements of the mouth in the final mesh result.
To complicate things, the results from R3DS Wrap are intended to be used as Blendshapes.
Meaning, vertex number and order, and the transform always have to be the same.
I tried simply adding the mouth socket content to the final R3DS Wrap result in Maya via: Combine.
This breaks the Blendshapes, because the mouth socket postion/transform will always be (slightly) different for each character.
Is there a way in R3DS Wrap to just append mouth socket geometry after Wrapping to the final output mesh in a way that keeps the Blendshapes functional?
If not, what’s your workflow for adding in a mouth socket in a DCC App like Maya to the R3DS Wrap mesh output and still be able to use the results as Blendshapes?
As far as I’m aware R3DS Wrap has the limitation, that it does not work well with basemeshes, which have a mouth socket.
In our experience, it’s rarely a problem if:
the interior of the mouth is topologically connected to the rest of the mesh
you select the interior of the mouth as free polygons using a SelectPolygons
The only problem that we experience in this case is that sometimes the mouth socket may intersect the facial mesh. This can be fixed later after using a **Replace **node.
Is there a way in R3DS Wrap to just append mouth socket geometry after Wrapping to the final output mesh in a way that keeps the Blendshapes functional?
Yes! You can use a Subset node (https://www.russian3dscanner.com/docs/Wrap/Nodes/Subset/Subset.html) to work only with the facial part excluding the mouth socket. After the wrapping is done, you can use an ApplySubset node to insert the mouth socket back preserving the vertex order.
Thanks for your reply, using the Subset functionality worked!
Now the problem is that the mouth internals geometry (and eyelashes, for that matter) are offset from the output mesh of the Wrapping.
I realize, that this is to be expected, since they were not part of the Wrapping process.
Still, I would be very curious to hear, what your workflow would be, to fix this as time efficiently as possible?
Sadly, the mouth internals and eyelashes meshes are (often) not part of the highpoly sculpt. So I don’t think doing a separate Wrapping process on them would work.