Pendraia - 23 September 2012 04:15 PM
MCMXC - 23 September 2012 04:04 PM
> you can create a geometry shell, apply a push modifier with a low value, and apply the overlay to that getting the same result with lower overheads
Please, can you explain the menu’s voices to do these passages?
Does anyone know a step by step tutorial for doing this? Something simple so my brain doesn’t melt out of my ears…
There are probably keyboard shortcuts, but ...
a) Select the figure/prop in scene tab/viewport.
b) Create> New Geometry Shell (should be at, or toward bottom of menu)
c) Accept the default options in the dialog box (Parent to selected item), but consider giving it a useful name
You will now have a shell displaced by 0.1 cm.
In the Posing tab, under Parameters, with the shell selected, you will have a Mesh Offset item, which will adjust the displacement/offset of the shell from the host figure/prop.
You will also have the Shell entry under Parameters, which expands to Visibilty, and then to Surfaces and Face Groups. You can control, with a simple on/off click what parts of the shell are visible, based on either the underlying figures material zones or by names of the bones that make up the figure.
The shell inherits the UV map of the original figure so you can ‘paint’ the shell with all the usual MAT poses or shaders.
You can apply a Push Modifier to things too. Do this by selecting the item and using the ‘conetext menu’ (the little box at the top right of the tab, with 4 horizontal lines and a small right-pointing arrow) and selecting Edit> Apply Push Modify.
This will add the ‘Mesh Offset’ parameter, allowing you to ‘push’ or displace the given item as desired.
You can undo the effect with Edit> Remove Push Modifier if you so wish.