
Default Color: Defines the color for all vertices that are not affected be any collision.Smooth: Averages the color of neighbouring vertices.This can be useful when working with deformations at a small scale.

Scale Factor: This is a multiplier for the for the ‘Max Displacement’ reference value.This controls how the color from the color ramp is distributed amongst the displaced vertices. Max Displacement: Defines the upper boundary when mapping the displacement to the color gradient.The options are ‘Displacement’, ‘Bulge’ and ‘Radius’. Color Mode: Defines the source for the color effect.Result: Defines if the mesh is deformed and colored or only gets the color applied based on the deformation attributes.Use Colors: Applies vertex coloring to the vertices of the deformed mesh.Different ‘Seed’ values produce a different offset to the vertices. Collision Noise: Optionally adds a simple randomness to the deformed vertices of the mesh.Bulge Shape: Defines the shape of the deformed mesh in the bulging areas.Start Frame: The frame on which the deformation is reset in ‘Trace’ mode.Use Start Frame: Defines if the deformation is reset in ‘Trace’ mode when the current time equals the ‘Start Frame’ attribute.When set to ‘Trace’ the deformation will be kept even the surface doesn’t collide anymore. Mode: With mode set to ‘Relax’ the mesh will go back to it’s original shape after the collision.Ground Height: Defines the height of the virtual ground plane for the ground collision.The ground collision effect is calculated before the collision with other collider objects. Use Ground: Adds a simple ground collision to the mesh.Keep small if the mesh is in enclosed spaces. IntersectionRange: The distance in world units for the maximum allowed intersection.MaxRange: The maximum distance the deformer searches for collision surfaces.Radius: Defines the distance the bulging effect affects the mesh from the point of collision.Bulge: Controls the amount of bulging when the collision happens.ICollide, iDisplace and iSkinDeform are under the terms of the MIT License. ISkinDeform is deformer-based version of the slide components tool if the Maya Bonus Tools and has also been influenced by the the reel at Chad Vernons site (which is a great source for getting started with the maya API).
Maya tools colorset skin#
Skin attraction can be useful for applying sticky effects to the mesh and can be used for lips of a character. Skin sliding can be controlled through a control object and keeps the original mesh shape while deforming the vertices over the existing surface. This deformer allows to add skin sliding as well as skin attraction effects to a mesh. Color controls optionally apply vertex coloring based on the various deformation attributes. The deformation can be either flexible or even kept after the collision for permanent deformation effects. The deformation can be shaped with a number of attributes and regular curve controls via the attribute editor. ICollide offers simple ground collisions as well as with other mesh objects. On the other hand, the default Maya texture deformer supports vector displacement and better deformation speed.Ī collision deformer which provides simple collision effects without the need for simulations. It has been inspired by the StretchMesh Deformer made by Kickstand. With their deformer being OpenSource since 2012 it has been a great learning resource for writing plug-ins for Maya. However, iDisplace still features dropoff points and curves, which makes it the more versatile choice if better control is needed. With the 2015 release Maya comes with it’s own texture deformer and iDisplace almost becomes obsolete. The dropoff function is furthermore defined through a curve ramp in the attribute editor.

IDeform is a collection of three deformers for Maya:Ī displacement deformer with the ability to use locators or curves to define the area of influence as a dropoff control. It is recommended to finish older scenes with the previous version of the plug-in and use the updated version only with new projects. It is possible that the results of a scene made with an older version of the plug-in are different from the deformations
Maya tools colorset code#
The new version 2.x contains significant code changes since the last official release (1.5.1). Due to backwards compatibility Maya allows to disable component tags from the preferences: Preferences > Settings > Animation > Component Tags.

Therefore the iDeformer suite doesn’t work if component tags are enabled.

At the current state these are not available for third party plugins. Starting with version 2022 Maya’s deformation system is based on component tags by default.
