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Using Point on Poly Constraints to Stick Meshes to Dynamic Shapes

One of new constraints added in Maya 2011 was the Point on Poly constraint. This was added to make it easier to do things like pin buttons to a character’s clothing while avoiding things like expressions that can really slow a scene down when you add a bunch. It’s also a very handy way of forcing landscape objects to constrain to the Y-axis position of a vertex while shaping ground:

If you’re finding that the mesh isn’t sticking to the ground well, just change the pivot of the pinned mesh and it will slide around while still retaining the constraint. If you use ZBrush or Mudbox for landscaping, just import the edited base mesh and add it as a blend shape to keep the constraint and the sculpted form.

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  1. polygonspixelsandpaint posted this