Hi
It is very useful and I use it in nx
Something like this?
This is with the mesh cage morph component which I shared a version of here.
I’d like to make this into a Rhino command too (once I’m done with the multipipe, fuse and wrap commands!)
yes
Can the cage be completely detached?
The meaning of each part is different?
Sorry, I don’t understand the question
The control cage mesh doesn’t have to be box-like, it doesn’t need to enclose the object, and it can even consist of multiple disjoint parts:
yes exactly I also wanted to create separate cages that could be edited
excellent
Of course, we can do this in nx if it works well in Rhino
Thanks
use the cage command to create the cage and position it, then use the cage edit command and choose the cage you created as the cage object.
modify !!!
nice👌
This is interesting. I was hoping to be able to transform a mesh based on a skeleton consisting of lines and not boxes. The goal is a more detailed mesh than just fattening the skeleton.
Reminds me of something from a horror movie!
One way can be to use beams as shown here
This still uses boxes, but they update automatically from the beam lines. So the lines are all you need to manipulate.
I still didn’t release the frame based deformation (like in the green dinosaur video), which skips the need to generate a cage mesh, but I’ll try and post it in some form soon.
Hello Mr. Piker
Please, can you explain me how I can work with this Mesh Morphing tool on SubD?
Im beginner in Grasshopper.
Need to deform my SubD shoelast and get new one in SubD.
Is this tool for me?
Many thanks
Michal Pavlas
3358_SubD.3dm (164.9 KB)
@shoemaker.pavlas is this the same problem like in your other post?
Cage edit command that can adapt to any form automatically - Grasshopper - McNeel Forum
hurry up
Are you saying this will work on polysrf’s too?
Doing some research on box edit / cage edit today,
Wondering if this can be applied to an exercise I’ve posted before. brb.
@DanielPiker When do you think it will be possible to see it as a command in Rhinoceros? What would be a feasible timeline? I would also be willing to pay to have it in my workflow in a simpler way without using Grasshopper.
currently to move a body I use Zbrush or Blender (creating an exoskeleton), but it would be nice using the cage that adapts to the shape, do it on rhino
to move bodies like this, I must say that in any case I should always lower the polygon count of the mesh, as apart from Zbrush, any other CAD program does not handle high resolution well
Hi Daniel, or anyone that might be able to help for that matter
I’ve tried to set up a similar project. Although I don’t seem to get the same amount of freedom when editing the cage as you do in the video shown. I get a weird looking end mesh when I make some bigger changes to the cage.
I’ll try and illustrate with 2 pictures and provide the .gh file. The shape of the end mesh get screwed up. Pressing the Calculate Weightings don’t make a difference.
CageMorph Project.gh (565.5 KB)
Hi @Linus3
What is happening here is that the reference and target meshes have different vertex ordering.
Combine&Clean combines coincident mesh vertices, but the resulting ordering of unique vertices will depend on the geometry of the input.
In your file it looks like the meshes before Combine&Clean do have matching topology, so we can use these directly:
Alternatively you could do the Combine&Clean on the original cage, then apply the deformations to this cleaned cage, and use that as the target cage.
Rigging? Is this possible in the Rhino program?
Here are two video animations showing a position change on timetrial extensions and a rider pedalling. All is done with just one body scan and a separate helmet scan. I’ve used @DanielPiker mesh morph components and Kangaroo.
Thank you @DanielPiker !
Worked perfectly. Currently pushing my boss to update to 8.14 to be able to test Isopod. Very exiting stuff.