Shrink-Wrap Constraint: Align to Normal (Option) #47440
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Reference: blender/blender#47440
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Benefits: The ability to orient along the surface, so objects can be made to follow a surface without manually rotating.
Description: Currently the shrink-wrap constraint lets you snap one object onto the surface of another.
Aligning to normal would rotate the object as well, so it would be aligned to the geometry that its snapped to.
This should be a factor from
0 to 1
where0.0
is not aligned and `1.0 is completely aligned.Challenges:
Changed status to: 'Open'
Added subscribers: @ideasman42, @JoshuaLeung, @BeornLeonard
Added subscriber: @jbabbs
Added subscriber: @lhryniuk
Added subscriber: @starintheuniverse
Added subscriber: @Bleman
Am I ok to pick this task up please?
Hi @Bleman! I recently made a video demo of what my revision accomplishes. I added a link to the video in my revision summary: (https:*vimeo.com/234564499) (https:*developer.blender.org/D2154)
I hope it's helpful to you as you work on it! Cheers~
Thanks for replying Masado Ishi. The video is really helpful thank you. :-)
I intend to work on this task within the next week.
i am going to be away from my computer for a few days but I will keep this post updated with any progress I make.
I am just preparing to download the blender source code and get setup with it so I can start the task.
Added subscriber: @doublegamer26
Hi. I would like to pick up this task if it is not being worked on. @starintheuniverse can you please elaborate what is it that exactly needs to be done here. I'm having some trouble understanding.
@doublegamer26: I didn't author the task, so at best I can explain my interpretation of what Campbell wrote. Do you have a specific question I might be able to help with? Also can I assume you are good with 3D math, and that you have also looked at the revision I submitted in Aug 2016?
I wonder how @Bleman is doing?
If you want to pick up where I left off, a possible first step would be to adapt the code I wrote to ensure it works with the newest version of Blender. My code revision was based on version 2.77. Blender has advanced by several versions since then.
Good luck!
@starintheuniverse I am a very new developer and hence, I am mostly looking for a direction in which I should proceed. I am well versed with 3d maths so that's not an issue. I did have a look at your revision.
Also, how do I replicate the simulation for my testing?
@doublegamer26 Very good, that's great. (Forewarning--I am also a new developer. This was the first task I submitted a revision for, and I have not been too active since then. Also note that I never received feedback on what I submitted. So again, my guess is little better than yours.) Here are my suggested steps, depending where you are starting from:
MOD_SHRINKWRAP_NEAREST_VERTEX
. Notice my comment/* XXX target mesh normal is not available from nearest when bvh tree made from verts. */
Finding out what a BVH tree is, and what kind of information is given bybvhtree_from_mesh_verts()
orbvhtree_from_mesh_looptri()
, was a tedious task. It involved probing the depths of Blender. Unfortunately I remember only what I made notes of; see below.Best of luck~
Shrinkwrap_SpikySuzanne.blend
Notes on BLI_bvhtree_find_nearest (in hopes of getting access to precomputed normals) (M. Ishii, 2016-08-15)
Added subscriber: @angavrilov
Is there any point in this task after e5b18390?
Probably not. It now certainly does what I was asking for when Campbell created this task.
Changed status from 'Open' to: 'Resolved'