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  1. #1
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    Advice rigging a plane mesh into a box (wrapping paper)

    Hello,

    Im new to blender, im currently trying to rigg a flat plane into a box, which will eventually be the wrapping and unwrapping over a gift.

    I am having some troubles with my bones and am hoping if someone might be able to offer some advice as to where I am going wrong or how I might better go about doing this.

    My armature setup.

    Click image for larger version. 

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    In pose mode the bottom fold has worked fine and as I would expect. The top seems to be pulling back and doesn't behave like the bottom.

    Click image for larger version. 

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    Here is my blend file. Would really appreciate any help on this as ive been stuck on this for quite some time, rebuilding my armature and vertex groups just incase I made a mistake.

    fold1.blend


    Thanks



  2. #2
    Member vklidu's Avatar
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    I had no time to see your file, just there is a great addon of emu "Export paper model script" that is mainly focused to unfold objects.
    http://blenderartists.org/forum/showthread.php?186071

    As a part of his project is another awesome addon"Convert mesh to Armature" that automatically creates armature and assigns bones to a mesh by one click.
    I tried it on quite complex mesh and it worked with glance.
    http://blenderartists.org/forum/show...=1#post1971167

    In older version of this addon was option to create animation of unfolding, that I'm not sure if it's updated . . .
    http://blenderartists.org/forum/show...=1#post1862606
    Last edited by vklidu; 20-Aug-12 at 11:42.



  3. #3
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    Thanks vklidu,

    I did come across this when searching the forum. Just tried it it in 2.63 and it doesn't appear to be working unfortunately.



  4. #4
    Member vklidu's Avatar
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    Addon "Convert Mesh to Armature" works in version 2.62 (there is not update since Bmesh was included). Wiki
    It would be great have this addon working in a last builds, Bmesh can solve problems of generated bones from F-gon faces. In case of your mesh I had to adjust manually parenting of a few bones. But it is still useful.
    - script automaticly creates armature
    (set seams for edges you want to stop hierarchy of bones tree and select face you want to use for root bone)
    -bones are placed on mathematically exacts position
    (that's important, because small inaccurancy produce twisting)
    - rotation of bones is locked, only axis of edge is allowed

    DOWNLOAD blend file



    Note to your file: I have very low rigging knowledge, so others maybe will know better, but . . .
    - let the bones "grow" as a tree, one main as root is always useful
    - assign bone to a face - you need assign whole face (all vertices of a face), not only end vertecies
    - to solve your problem (partly) you will need a few bones more (see blend)

    Anyway, create realistic paper unwrap is a big challenge
    Good luck
    Last edited by vklidu; 20-Aug-12 at 16:58.



  5. #5
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    That is awesome, thank you very much. Will give it a burn and let you know how I get on



  6. #6
    Member vklidu's Avatar
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    Quite nice result with few modifiers.
    DOWNLOAD blend

    For more realistic result you will need more faces specially on edges because of paper thickess. Also rigging is too simple for this needs, or you can achive better result with shape keys.
    Last edited by vklidu; 23-Aug-12 at 13:57.



  7. #7
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    I also had played around some more modifiers similar to you using the bevel and subsurf

    Keys wasn't really an option as this object and animation needs to be exported into Unity for an application we are making.



  8. #8
    Member ridix's Avatar
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    No answers but here is my thought on it.

    Actually real paper folding is complex stuff. You can’t simulate fording action with simple mesh geometries. The problem comes in when you start to fold the end inward. Paper starts to “bend” as folding crease is made. You can’t “bend” simple quad you know. Here is my test so far:



    I experimented with adding bunch of tri mesh along the edge where paper fold. That way I can make that curved edge. I was hoping tri mesh would stay rigid so that edge will not stretched as it is pulled.

    Wrong! Tri mesh can stretch like crazy just like quads. Good grief! I thought I was on to some thing where tri mesh can be used for more rigid object.
    Blender Version 2.72
    "When you come to a fork in the road, take it." by Yogi Berra



  9. #9
    Member vklidu's Avatar
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    Edit: Edge crease on problematic corner edges from 0 to 0.3 quite nicely solved that part.
    Small changes on animation. Simple texturing. Test with wrinkeled paper and wrapping paper.

    I just like simple things, that is why I'm playing with low poly and trying to use only modifier that is easy to get back.
    For more accurate ... You know ...
    Maybe a bit of soft body or cloth modifier can be interesting . . .

    I have zero experiences with Unity ... Sorry


    http://vimeo.com/47946882



  10. #10
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    vklidu that looks really good. nice work



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