I’m having an issue with a mesh where i hit compute at the wrapping stage and it opens the new wrapping window but the progress bar doesn’t fill up, so it appears like the program isn’t doing anything. I can still tumble around in the window and cancel the operation. I thought it might be because the mesh im using was quite dense but i left it running now for over an hour and no change. Any ideas why that might be happening? Or any work around you would suggest to fix this?
I’ve done the Alex head fitting tutorial and it worked out fine with the provided basemesh, so I think I understand the principles alright, but then trying it with my own basemesh it doesn’t work anymore.
First I tried with a DAZ genesis head and despite hiding all the eye sockets, mouth, teeth, jaws etc… “compute” wrapping would stay greyed out. What am I missing?
So… I manually removed all the extra bits, closed the eyes and mouth holes with more polygons so as to have a single connected mesh with no holes in it (save for the neck). It says it’s manifold and all good. Now the compute button is active, but when I click it, the window opens, but the progress bar doesn’t move.
Unfortunately I scratched the project and started again with a slightly different approach and this time it worked well.
Instead of deleting and hiding floating geometry and unwanted parts in the graph and adding a couple of repair node (which wouldn’t actually repair everything apparently) I cleaned the floating geometry in my 3D app, did the wrap and then used a lattice to transfer the morph to the mesh with floating geo.
Thanks for your help anyway.
Maybe it was because of a bad geometry that wasn’t flagged and let me try the wrap anyway, but I did get the “frozen window” at some point. I’m sorry I didn’t save it. Hopefully now that I know better what should be done and avoided, this won’t happen again (it rocks for now).
Maybe it was because of a bad geometry that wasn't flagged and let me try the wrap anyway, but I did get the "frozen window" at some point.
That is probably because the geometry contains some isolated vertices. In next version (in few days) Wrap will give an error in this case and Repair node will fix such meshes.
Cool. In any case, the more I work with it, the more I like the new version, it’s really outstanding what you can do with it.
I think the only limitation at this time are the floating vertices and disconnected polygon groups, in a nutshell the type of target geometry it can accept and how to repair them (merge vertices or delete them).