Combination of parent-child relationship
Warp deformers and rotational deformers have slightly different effects on the child and on the parent, respectively.
Here is an overview of what deformer combinations are suitable for what type of movement.
Type of combination
Warp deformer (parent) + Warp deformer (child)
The warp deformer (parent) + warp deformer (child) mechanism is a commonly used mechanism.
By using that combination, you can not only change the shape of an object, but also move it.
Used for eyebrows, eye parts, etc.
Rotation deformer (parent) + Warp deformer (child)
The rotation deformer (parent) + warp deformer (child) mechanism allows objects to change shape as they are rotated.
Therefore, this is very useful when making parts such as necks.
Rotation deformer (parent) + Rotation deformer (child)
This combination is used to express the articulation of legs and arms by connecting a rotation deformer to a rotation deformer.
Warp deformer (parent) + Rotation deformer (child)
Setting the warp deformer as the parent of the rotation deformer allows for a rather unique expression.
Moving a control point on the parent warp deformer causes the child rotation deformer and its children to move and rotate rather than deform.
This is a very useful mechanism when you want to reproduce breathing, shoulder slumping, etc.
Points to keep in mind when building parent-child relationships
When building a parent-child relationship with a warp deformer, we recommend that the child's warp deformer (2) be set so that it does not extend beyond the parent's warp deformer (1).
In particular, if you build parent-child relationships with a narrow spacing, it is easy for them to overflow when key forms are created.
(If the rotation deformer is set to parent, overhang is not a problem.)
However, it works fine even if the child's warp deformer protrudes from the parent's warp deformer,but
it is a loaded with the following details.
Comparison with/without overhang
If a child element extends beyond the parent deformer, the child element is deformed by extending the warp deformer range.
The following is a comparison of the load at this time with and without overhang.
Assuming that the load for calculating “within” the range of the parent deformer for a single point is 1.
If n points are calculated “outside” the range of the parent deformer, the load is 4 + 2 n (memory usage is not increased or decreased)
* Interpolation processing, etc. is irrelevant (no effect).
- When calculating 40 points in the range, the calculation quantity 40
- If 39 of the 40 points are in range and 1 point is out of range, the calculation quantity 39 + 4 + 2 * 1 = 45 (13% increase)
- If 30 of the 40 points are in range and 10 are out of range, the calculation quantity 30 + 4 + 2 * 10 = 54 (35% increase)
* However, please note that these are only estimates and will vary depending on the environment and conditions.
If a child element's points extend beyond the parent deformer, the following process runs.
The amount of calculation above is the “conversion” processing portion of 3. Interpolation of 1 and 2 is not affected by the presence/absence of overhang.
1. “Interpolation” by warp deformer parameters
2. “Interpolation” by parameters of child elements (e.g., ArtMesh)
3. Warp deformer “transformation” of child elements