"wrapping" objects around other objects

Something I’ve been wondering about for awhile…

Suppose you had an object, like a wristwatch, and you wanted to “wrap” it around another object, like a character’s wrist. How would you do that?

Actually, I’ve tried to simplify the example above as much as possible, as the real question seems a more complex question. Articulating something, like wooden joints on two boards, is a similar concern for me, but wooden joints wouldnt be fluid enough. Getting a character to wear (“wrap”) clothes, like a jacket, seems too hard, so I tried to use the wristwatch example for simplicity’s sake. All of these “wrapping” issues are important though.

Please let me know if there’s any solutions or tutorials in this area.

Thanks,
:slight_smile:

Mr Head

simple wraps: You can either try Lattices (2), the Curve modifier or the Warp function (located in the [F9] panel - only really good for circles)

Clothes: These are currently very hard to do. dunno if there are tutorials out there.

Werner

Clothes is one area I need to try. Here is how it works, in theory. Take mesh area that will be the shirt. Seperate I think and duplicate. And then size it bigger and smooth it out.

You could duplicate the faces that you want to be part of the shirt and make it a new object. Then use shrink/flatten to balloon it outward a little and use softbody.

I know pixar had to write their own cloth, and have varibles like clingy and stiffness and all sorts of weight paint to describe how the cloth hangs and clings to the actor mesh and what it does when the actor bends (does it stretch or does it just ride)…it gets very complicated very quickly. I do wish blender had some sort of like magnet thing between meshes, like gluing the watch strap mesh to the wrist mesh, and having it deform when the wrist bent, instead of just cutting into it. Sort of like honoring mesh integrity and surfaceness…

There’s a new feature called ‘retopo’ in 2.43RC1 that is great for this type of thing. anything where one mesh has to take on the shape characteristics of another mesh. It’s also useful for other things, like cleaning up meshes with bad topography.