Hey All!
Just got into Wrap3 and I must say, so far I love it
This is gonna speed up my work a lot!
Now I did run into a small problem with the decimation node that I can seem to figure out.
I am working on partial scans (We only scan the front with sides, not the back) so the mesh is open on the back.
When I apply a decimation node to the geo it will decimate but leave holes all over my mesh.
Decimation works normal in zbrush on the scan so I dont really know what the problem could be.
Anyone who would be able to help me out? 
Thanks!
Hello,
Sorry for the late response, we’ve been to conference for the last week.
Unlike ZBrush, the decimation algorithm in Wrap3 preserves boundary edges. It leads to dense mesh near boundaries, like in your case. I’m not sure if we will be able to fix it in short perspective. I would recommend using ZBrush or converting the mesh into water-tight model using Poisson reconstruction (for example in Meshlab).
Thank you!
Hey Andrew,
Thanks for the insight
Good to know the logic behind the algorithm of Wrap3.
I am also facing a different problem and I have you could have a solution for that as well but I would guess it is for the same reason (model not being watertight)
So when I am wrapping our low poly around that high-poly I have a selectpolygons node to mask out the back of the head since I dont want it to conform and then I use a selectpoints node to get our needed polygroups in the right places for animation. Now the pproblem I am facing is that it will get the point in place but not taking the geo around it with it.
Any Idea what this could be?
Hello,
It is a common problem. For this particular case when you need to close eyes, from my experience Wrap never makes it well. It always requires manual clean up. But in general case when working with FACs expression I suggest placing evenly distributed markers (small dots) on actor’s face. For wrapping algorithm it’s better to have many evenly distributed control points than few sparse correspondences.
To make cleanup work easier you can increase Smoothness final parameter of Wrapping node (say up to 0.1 or bigger). It will make the solution more rigid and smooth.
The best solution would be to take several extreme FACs expression from previously created character and “transfer” a desired expression to a new character. In other words if you have a clean blendshape of closed eyes for one character you can transfer it to a new character. Then you can start wrapping from that point. In next release we will include a DeformationTransfer node that will make this process easier.