8
Skin Wrap Modifier 811
Parameters rollout
[control obj ect l ist] —Lists object(s) that deform
the modified object. Use the Add and Remove
functions to edit the list contents.
Add—Adds control objects to the list. Click Add,
and then click each control object in turn. To stop
adding, right-click in the viewport or click Add
again.
Youcanuseasacontrolobjectanythingthatcan
be converted to a triangle mesh, such as a mesh,
patch, or a NURBS object. However, avoid using
objects that change topology, such as a deforming
NURBS object with adaptive tessellation.
Remove—Removes control objects from t he list.
Click an object in the list, and then click Remove.
Deformation Engine—Determines which engine
drives the deformation. Default=Vertex
Deformation.
• The Vertex Deformation engine is a weighted
engine; it uses vertex pro ximity to drive the
deformation. That is, each vertex in the
control object affects nearby points in the
high-resolution (base) mesh.
• With the Face Deformation eng ine, each
control vertex is tied to the closest face in the
base object. Face deformation can use falloff,
or be a rigid deformation by setting Falloff to
0.001, the lowest possible va lue.
Fa lloff—Determines the extent to w hich the control
vertices affect nearby points in the b ase object.
This is a global setting. Default=1.0. Range=0.001
to 10.0.
Higher values pull nearby points closer to the
control vertex. In Face Deformation mode, setting
Falloff to the lowest value, 0.001, causes r i gid
deformation so that there’s no falloff; the control
vertex either affects the base-object face or it
doesn’t. For best results, use Falloff values between
1.0 and 2.0, or with Face Deformation, 0.001 for
rigid mode.
Distance Infl(uence)—Determines the distance of
influence, in system units, of cont rol vertices in
the control object. This is a global setting, and
is available only in Vertex Deformation mode.
Default=1.2. Range=0.001 to 10.0.