shrinkWrap

shrinkWrap attributes

Projection

The following projection methods determine how each point of the wrapper object is projected onto the target object:

Closest If No Intersection
When enabled, Maya uses the Closest projection method for points that do not hit the target object using the currently selected projection method. This option ensures that all points of the wrapper object are deformed to the target.
Reverse
When enabled, points on the wrapper object are projected in the opposite direction. For example, this option lets you project the wrapper along an axis in the negative direction.
Bidirectional
When enabled, projects the points of the wrapper object both backwards and forwards to see whether they hit the target object. If a point hits the target in both directions, the shortest distance is used.
Offset
Specifies the distance between the wrapper object and its target after the deformation has occurred. When you increase the Offset value, Maya moves the points of the wrapper along the target's surface normal.
Tip: You can use Offset to fix interpenetrations between the wrapper and the target.
Target Inflation
Specifies the amount of inflation that is applied to the target object along its surface normal.

While Target Inflation and Offset produce similar results, Target Inflation often produces a better deformation, despite some extra computational cost.

Bounding Box Center
When disabled (the default), the points of the wrapper object are projected toward the center of the target's local coordinate system. When enabled, the points of the wrapper are projected toward the center of the target's bounding box.
Note: This option is only available when Projection is set to Toward Center.
Axis Reference
Sets a reference for the coordinate system. You can select from Target Local, Deformed Local, and Global.
Note: This option is only available if Projection is set to Parallel To Axes.
Along X, Y, Z
Specifies the axis along which to project the wrapper's points. When multiple axes are selected, the projection occurs along the corresponding unit vector.
Note: This option is only available if Projection is set to Parallel To Axes.
Single Shrinkwrap Node
When enabled, lets you treat all shrinkwrap objects as a single shrinkwrap node. Doing this applies the same settings across the group.
Target Smooth Level
Specifies the number of times Maya smooths the target object by adding divisions to the polygons on the mesh. The Target Smooth Levels range is from 1 to 4. The higher the value, the smoother the object.

Falloff Controls

Falloff
When some points of the wrapper object hit the target object and other points do not, the Falloff value smooths the deformation across this boundary. The higher the value, the smoother the boundary between the wrapper and the target.
Falloff Iterations
Specifies the number of falloff iterations that will be applied to the boundary between the wrapper and target.

Shape Preservation Controls

Enable Shape Preservation
Keeps the wrapper object as close as possible to its original shape, even while shrinkwrapping. When enabled (the default), Maya relaxes the edges of the wrapper to preserve their original length.
Steps
Specifies the number of times the relaxation is performed.
Iterations Per Step
Specifies the number of iterations per Step. Iterations are the number of calculations occurring within a step. Accuracy increases with increased iterations.
Method
Lets you specify how the relaxation is applied to the wrapper object.
Triangles
Relaxes the edges of the triangulated mesh. This method preserves the wrapper object's shape and size.
Edges
Relaxes only the edges of the wrapper object.
Reprojection

After each relaxation step, the wrapper object is reprojected back onto the target object using the Closest projection method. The following options let you control the reprojection.

No Reprojection
Turns Reprojection off.
Single Reprojection
Reprojects the wrapper object onto the target object once, after all of the relaxation iterations. See Iterations Per Step.
Reprojection Per Step
Reprojects the wrapper object onto the target object after each relaxation iteration. See Iterations Per Step.

Smooth Target Controls

Boundary Rules

Legacy
Applies no creasing to boundary edges and vertices.
Crease All
(Default) Applies full creasing to all boundary edges and all vertices that have only two incident edges before being converted to a smooth mesh.
Crease Edges
Applies full creasing to edges only.
Continuity
Determines the degree of smoothness.
Smooth UVs
Applies the same smoothing operation to the UVs as to the vertices. Smooth UVs is on by default, providing better results for UVs.

Turn off Smooth UVs if you want to maintain compatibility with scenes created in older versions of Maya, or if the UVs do not need to be smoothed and you want to improve performance.

Propagate Edge Hardness
Copies the edge hardness values from any hardened edges on the target object mesh to the associated new edges on the Smooth Mesh preview.
Map Borders
Controls how borders are smoothed when Smooth UVs is enabled.
Do not smooth
Borders are not smoothed.
Smooth internal
Internal borders are smoothed. This is the default setting.
Smooth all
All UV borders are smoothed.
Preserve

Specifies what components will remain unaffected by the shrinkWrap deformation.

Geometry borders
When enabled, Maya attempts to preserve the properties of the border edges of the mesh.
Hard edges
When enabled, Maya attempts to preserve the properties of any existing manually hardened or softened edges.
Tip: If you have changed the hardness or softness of edges (Mesh Display > Soften Edge or Mesh Display > Harden Edge), turn this option on to maintain those settings.

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