Polygroup gets deform

Hi,

so I have an issue with eye socket polygroup, i’ve run couple of tests but it has been deform slightly every time
other custom polygroups works just fine

thanks

Hello,

If you specify eye sockets as free polygons in wrap.nonRigidRegistration it means that eye sockets are no longer fitted to scan geometry however they will be adjusted as rigid as possible to match the rest of the basemesh. If eyelids shape is changed eye sockets will be adjusted as rigid as possible according to this change.

If you want them to stay perfectly still you can use subset tool like so:

Select all the polygons except eye sockets
selection = wrap.selectPolygons(meshWithEyeSockets)

and detach them to separate mesh
mesh,vertexMapping = wrap.subset(meshWithEyeSockets,selection)

Then you do the wrapping routine for mesh and substitute changes back to original meshWithEyeSockets
wrap.applySubset(meshWithEyeSockets,mesh,vertexMapping)

Works like a charm
thank you

but now wrapx is crashed avery time i run no-rigid registration

Are you using latest version of WrapX? I.e. 1.3.5

yes I am

the problem is when I select at least one polygroup the wrapx starts act weird and by weird I mean it’s like running super fast and crashed every time when its progressed to 70%
I try to save polygroups to a text file and then read them and register to a clean .obj with no polygroups and steel no luck

but if I dont select any polygroup and just start wrapping process everything is fine

I remember that I had this type of problem on the very beginning but then just change some atribute like maxIterations or something and don’t save that script so can’t tell exatly

ok so I figured that out

for no reason mouthSocket geometry cause a problem

Oh, ok. I can have a look at the basemesh if you want. Mouth socket might contain non-manifold polygons or singular vertices

yes, sure

i would really appreciate it if you download and inspect that

https://www.dropbox.com/s/oehvrd4ysz9nyxy/Natali_baseMesh_UV3.OBJ?dl=0