I am trying to project a bunch of curves I made from grasshopper, to a mesh animated through marvelous designer using node geometry.
This in order to create flat meshes that I will be able to texture as threads.
For that, I duplicated the animated mesh and freezed it on first keyframe. This is because my curves are designed according to the first keyframe.
Question : How to project/ hook a curve on a mesh?
While using proximity node and set position, the curve is fluid and behave like shrink warped. BUT then i canât use the information from this node to project the curve on the animated mesh (the curve is still but the mesh moves). Cf first image joined
I tried with nearest geometry to then transfer the attributes through nearest index (the freezed and animated meshes have same topology) BUT of course is snaps to the nearest vertex (or face) and then curve becomes âtoothedâ and non fluid.
I thought of finding for each point of the curve, the 3 closest vertices to âhookâ each points to a plane defined by each group of 3 vertices using a distance range. And then transfer the position to the animated mesh. I feel I am very far from finding the workflow.
3.I also thought of using UV sampler to transfer the âgeometry proximityâ / position, to the animated mesh. But I canât figure a workflow for this.
Maybe someone has an idea ? thank you !!
Well, then Iâd say surface deform. You canât surface deform directly onto a curve object, for whatever reason, but you can surface deform on a mesh string thatâs the same shape, and then use GN to turn that string into a curve. Depending on what you want the handles to do.
We see that the curve object follows the mesh string (since itâs created from it) and the mesh string follows the animated surface (via its surface deform modifier):
Thank you very much !! thatâs awesome ! The thing with this method is I donât have control over the definition of the curve because i transformed it as mesh before. But for my purpose now itâs perfect!
Only issue now is in order to get some uvâs and apply a texture to it, I converted mesh to curve as you suggested and then curve to mesh with circle base. When I apply this last modifier (to work on uvs), I loose the binding.