This topic covers the options in the Proximity Wrap window. For information on using the Proximity Wrap deformer, see Create a Proximity Wrap Deformer.
Mode | Behavior |
---|---|
Surface | Moves everything while considering surface normals. Use this mode when Offset mode fails. This mode requires more time to process as it must calculate surface normals. This setting is the default. |
Offset | Applies the number of vertices moved by the driver to the target vertices, according to the weighted influences. It ignores surface orientation so it may create artifacts when severe rotations are involved. But when that is not the case, Offset is an efficient way to apply driver deformations to the target. |
Snap | Snaps the geometry to the driver and therefore behaves like some aspects of the ShrinkWrap deformer. It is also useful for debugging as it clearly depicts which parts of a driver are bound by the target. |
Rigid | Uses driver geometry to calculate influences, and only uses the transformation of the driver to deform the target. In this way, it behaves similar to a skinCluster deformer. |
Cluster
Note: The
Cluster wrap option is available only in the Attribute Editor version of these options. To use
Cluster, click the Attribute Editor
ProxWrap tab and use the Wrap Mode menu there.
|
Uses the driver Matrix inputs to transform vertices. |
Specifies the placement of the deformer node in the deformable object’s history.
Order | Effect |
---|---|
Default | |
Before | Forces the deformer node ahead of the selected node in the chain even if a new geometry shape has to be created to do so. |
After | Forces the deformer node to follow the selected node in the chain even if a new geometry shape has to be created. |
Split | Branches off a new chain in the dependency graph instead of inserting/appending the deformer into/onto an existing chain. |
Parallel | Inserts the deformer in a parallel chain to any existing deformers in the history of the object. |
Lists any existing partitions, and a default selection deformPartition. Click to edit the deformPartition field to specify the name of a new partition.
Specifies the name of a new partition that will include the deformer set. The suggested partition name is deformPartition, which will be created if it does not already exist. Typically, you might put all your exclusive deformer sets in the partition named deformPartition. However, you can create as many partitions as you like, and name them whatever you want. Only available if Exclusive is on.
ProximityWrap1 tab in the Attribute Editor
Coordinate frames setting: Driver (left) and Snap (right)
Normally, the influences of all drivers on a particular vertex will be normalized. When Soft Normalization is turned on, normalization only occurs on vertices that have a total influences above 1.0. For example vertices with influences that amount to less than 1 are not normalized, and therefore only receive a partial effect of the proximity wrap deformer, which makes it act like envelope weights.
The most common use is to use the driver distance falloff as an envelope weight.
Add Selected as Driver | Connects the selected primitive to the deformer and becomes the driver of the deformation. |
Remove Selected as Driver | Disconnects the selected primitive from the deformer so it is no longer driving the deformation. |
Edit New Driver Defaults | Opens the Proximity Wrap Drivers window, where you can configure the driver default settings. |
None | No interpolation is done; different colors show up as different bands in the final texture. |
Linear | Values are interpolated linearly in RGB color space. |
Smooth | Values are interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color. |
Spline | Values are interpolated with a spline curve, and use neighboring indices for greater smoothness. |
Use Bind Tags to fix unexpected vertex assignments
The default Component Tags of polyCube1.
Value | Action |
---|---|
None | No interpolation; different colors appear as different bands in the final texture. |
Linear | Values interpolated linearly in RGB color space. |
Smooth | Values interpolated along a bell curve, so that each color on the ramp dominates the region around it, then blends quickly to the next color. |
Spline | Values interpolated with a spline curve, using the neighboring indices into account for greater smoothness. |