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Martin Perry

Map planar geometry to mesh based on control points

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I have a 2D planar "model" - basically a triangulated geometry in a plane. On this, I have set of vertices selected as control points. I have a second model, this time 3D, where I have the same number of control points. I know the mapping (which control point should be mapped on which).

 

What I need to do, is to map 2D "model" to this 3D. However, the mapping it a single transformation. 2D model must stretch / shrink / translate / rotate differently in different parts. Think it as a base 2D rubber plate being anchored to 3D control points. How can this be solved (if it is even possible)?

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You could use skinning with one bone per control points.

Problem would be the 2D mesh ends up sometimes above / below the surface of the 3D mesh, easy fix would be to use a offset along the interpolated 3D normal at control points.

 

Other than that you could bake the 2D model to texture (per frame if there's animation).

 

Doing a accurate solution with clipping might become pretty compilcated and you would need to think how to divide between control points, if you want linear mapping or something cubic to be more continuous, etc.

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