Similar to “free polygons” the idea of “locked polygons”. This would be used to specify polygons that should not move when optimizing. Useful for mouth bags, eye bags, etc. on a given blend shape.
Control points could optionally not project onto a mesh, just hover in space. This is useful for when the scan contains missing or crappy data and free mode was is not landing where you want.
Thank you for the feedback!
Control points that can be placed outside the model’s surface is great idea! Thank you!
As for “locked polygons” for now you can use Subset tool to get what you need. Just enter Subset(Select), select eye and mouth bags (using polygon groups for example), invert selection and click Done. Mouth and eye bags will disappear. Now you can do whatever you want to the rest of the model. When all is done click Subset(Apply) to transfer changes to original mesh. Eye bags and mouth bags will remain unchanged. You can use Brush tool to smooth seams between changed and unchanged parts.
In retopologizing a head, I am trying to go from a neutral to a full brow raiser. The two scans have been previously stabilized to one another, so I skip the Quick Alignment process. Moving straight into the Registration process, I find that no combination of control points or parameter adjustments are yielding anything useful. In fact, adding any control points just makes things worse. I would think that clicking a point on the clean brow and then explicitly telling it where to land on the scan would help guide the overall non rigid ICP … and yet its always worse. My question is… do you have any guidelines or tips for how to go about this?
Sorry for late response :-[ We are super-busy with new release. I expect it ready within two weeks. There registration algorithm was re-written and now it is much more robust and gives better quality.
I will send you new release as soon as it is ready and I really hope the problem you mentioned will no longer exist.
I was thinking, is there going to be a feature when you step on Quicksand, or in the Poisonous Swamp for example, you start to sink, and when character is below of the surface, you will lose life instantly.