Morphing fuse model to custom obj head

Hello,

I’m new to wrap3 and I’m trying to make a workflow that will take an adobe fuse head and morph it to a head that I already have made from zbrush. (I uploaded it as a obj file.) I keep getting the error of “Floating geometry contains 21 disconnected polygon components” I used the select polygons tool to take out the eyes but I am still having the same error.

Here is the file so that you can see the problems I’m having: Dropbox - Error - Simplify your life

If anybody has experience doing something like this and sees that my steps are wrong please tell me if you can.

Hello gctobias,

Sorry for the late response.

If your basemesh consists disconnected polygons (like teeth, eyelashes, eyes, etc.) you should use a Subset node. In the SelectPolygons node for Subset you should choose a part of mesh which you want to wrap (I recommend using double click on this part of mesh for excluding disconnected parts of basemesh). For returns disconnected polygons you should use an ApplySubset node.
I have attached a simple example of the nodes structure for this issue.

Also you could find out more information about Subset and ApplySubset nodes here:

www.russian3dscanner.com/docs/Wrap3/Nodes/Subset/Subset.html
www.russian3dscanner.com/docs/Wrap3/Nodes/ApplySubset/ApplySubset.html
vimeo.com/194055282

Please let me know if it’s working for you.

Hey my trial ran out because I couldn’t figure out the bug is there a way to extend it to try this method?

Hey I did this method but used the lattice node instead of the apply subset and it worked for me.