Hi,
I’m testing “Simple Wrapping” script in WrapX 1.0 with a pretty simple basemesh and “scan” mesh, 560kb and 820kb .obj files, only couple hundred free polygons, 12 control points.
It’s been doing nonRigidRegistration now for 5h without any noticeable change in the result mesh. My PC is i5 2500 3.3GHz with GTX970.
Opening Log->Show Log says it only shows the last megabyte of the log which is these lines over and over:
Looking at the numbers it’s doing 240-250k subsamples/hour. Is this normal? How long is it going to be doing that?
EDIT: Little bit later couple vertices had moved so I let it be, until three hours later graphics drivers crashed while messing in UE4 losing all the WrapX progress also.
Sorry about that issue. It’s WrapX’s fault. In general wrapping takes 0.5 - 10 minutes. If it takes longer chanses are something is wrong.
For WrapX to work properly the basemesh should consist of a single connected piece of geometry (i.e. it should not have some small separated group of polygons like eyeballs, eyelashes, nails etc.)
If the basemesh does have several small pieces detached from the rest of the mesh you have two options:
[ol]- Remove them from the basemesh in any third-party 3D application.
If you really need to preserve the same vertex order as in original mesh you can detach small parts using subset tool (http://www.russian3dscanner.com/docs/WrapX/wrap.subset.html), do wrapping and then attach them back preserving vertex order.[/ol]
Example of using subset tool:
bodyOnlyPolygons = wrap.selectPolygons(bodyWithEyesAndHair)
bodyOnly,vertexMapping = wrap.subset(bodyWithEyesAndHair,bodyOnlyPolygons)
bodyWithEyesAndHair.hide()
# Do what ever you want with bodyOnly, except for changing the number of vertices
# The next line will bring all the vertex deformations back from bodyOnly to bodyWithEyesAndHair
wrap.applySubset(bodyWithEyesAndHair,bodyOnly,vertexMapping)
bodyWithEyesAndHair.show()
del bodyOnly