Newbie questions on wrapping human torso model

First of all, I am a totally newbie in 3d world.
So, please kindly forgive me if my question is somewhat stupid.

I am now trying to use Wrap 2.3 to wrap a human torso model to another shape.
Generally, Wrap works extremely well .. wonderfully accurate !!! but I also run into few problems ..

  1. I am trying to make a morph target by exporting my mesh as OBJ from 3ds Max.
    My template model is, unfortunately, not a closed mesh and has seams along body side, inner thighs and arms
    (same position as UV seams)

-I found that if I export it from 3ds Max as is .. seams will break apart in registration process
-If I try to select those polygons on both side of seams using Subset feature, it will not be broken .. but will
leave sharp crest which I honestly don’t know how to get rid off later.

However, if I export it as a single piece of closed mesh … everything run well but the result can’t
not be used as a morph target of original model (unmatched number of vertices) :frowning:

I am wondering whether there is a way to work around this ?

  1. As a torso model, I found it is very hard or impossible to freeze the vertices at joint area that will be
    connected to hand, feet, and head mesh later.

If I try to select the polygons @ the edge of these area out by using subset feature (select all edge polygons, then
inverse), the edges will hold perfect but there will ususally be very hard edge adjacent to these polygons when
registration process is finished .. and some edge is really sharp. … And I don’t know who to smooth these edges out.

However, I used to try selecting these connecting edge as “Free Polygons” … then I found that .. sometime it got a
little bit distorted .. but usually, it was move out of position a bit and cause gaps.

Do you think we need some freeze edge vertices feature ?
Or I am stupid and there are other ways to achieve this ?

Hey,

Welcome to our forum!

Thank you for pointing to this problem!

Wrap uses polygon’s connectivity in it’s core. If it sees that some parts of model are not connected it will process them as if they were independent objects. We will add Python scripting in our new release. When new version is ready we will be able to provide you with some simple script to handle this.

Until then I believe there should be some workaround using third-party software. One of possible solutions (not tested):

  • weld the seams on the original model in 3ds Max
  • wrap welded model
  • you will have original welded model and wrapped welded model so that you can blend between them
  • you can use SkinWrap modifyer in 3ds Max to transfer the deformation of welded model to original model

    Please let me know if it does not work for you. I hope we will release new version in next two weeks and we will be able to solve it inside Wrap.

Thank you!

Thank you so much for your reply and suggestion, Andrew.

I’ve tried the workaround and it works perfectly !! Thanks again !!!

By the way, Wrap 64 bits run beautifully for me too.