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I'm trying to turn this apple into a monster like thing. I've marked 4 parts that are showed in the images, which are the parts that will peel off and the apple will move on 4 legs during my future animation. Problem is, when I separated by selection for the meshes, the black lines around the areas appeared, they are not needed and I have no idea how to fix it.

enter image description here

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  • $\begingroup$ do you mean you need the apple to keep appearing like a single object rather than several joined parts? $\endgroup$
    – moonboots
    Commented Apr 25, 2020 at 7:20
  • $\begingroup$ @moonboots What I meant was before I did any edits to the apple, it was completely round, and when I applied 4 parts to be separated for animation, the roundiness now has those black lines which you could see on the apple. I was hoping that the object will have no visual change but only visible during animating the peels. Imagine doing an explosion animation inside a cube, but you only want some parts of the cube to comes out, not the whole object, for that reason you have to separate some meshes manually. I'll try to explain more if I wasn't clear. $\endgroup$
    – lucutes
    Commented Apr 25, 2020 at 12:00
  • $\begingroup$ Yes, for an explosion it would not be a problem because you can create an original full object + the different pieces of the same object, then make the original disappear and the parts appear with some keyframes on their visibility. For your apple it's a bit more complicated, I haven't found a way yet... $\endgroup$
    – moonboots
    Commented Apr 25, 2020 at 12:06
  • $\begingroup$ @moonboots Crap, thanks for the trouble. Those lines will be like a flaw in my project I guess. $\endgroup$
    – lucutes
    Commented Apr 25, 2020 at 12:19
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    $\begingroup$ there must be a solution, a guy has made a banana peeling but the shape is not round as an apple, maybe check though: youtube.com/watch?v=v6_iZN9zbfQ& If I think about a solution I'll tell, maybe someone will find, if you find please give the answer ;) $\endgroup$
    – moonboots
    Commented Apr 25, 2020 at 12:21

1 Answer 1

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Using the Data Transfer modifier to transfer vertex normals from an uncut whole apple to an apple that has been cut up into several seperate objects, (slices).

  1. To the whole uncut apple object, apply any modifers.
  2. Open up the Object Data Properties panel and enable the Auto Smooth option.

Give this apple object the name apple_whole.

enter image description here

  1. In Object mode make a copy of apple_ whole.

    Hide the "apple_whole"object.

    Give the newly created object the name "Slice"

  2. Add a Data Transfer modifier to the slice object.

    The Source Object will be apple_whole.

    Enable Face Corner Data and select the Projected Face Interpolation option.

    Select Custom Normals.

  3. In Edit mode selected the different slices and separate them into separate objects.

enter image description here

The the apple should now be sliced up into a number of different objects and each of these objects should have the Data Transfer modifier.

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If you look carefully in the screenshots below you should be able to see the difference between a sliced apple without the Data Transfer modifier(on the left) and the sliced apple with the modifier (on the right).

enter image description here

enter image description here

Note; Thankyou to BGibonus (model) and AGF81 (texture) on Blend Swap for providing the Cylcle_compatable apple, free of charge, that was used in this post.

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  • $\begingroup$ wow interesting i'll test that $\endgroup$
    – moonboots
    Commented Apr 25, 2020 at 19:21
  • $\begingroup$ "Give the newly created object the name "Slice"", I just need to select the meshes, separate them by selection, and THEN apply the data modifier for the peel? $\endgroup$
    – lucutes
    Commented Apr 25, 2020 at 19:44
  • $\begingroup$ The idea is that at the end of step 3 (second screenshot) we have two identical objects,at exactly the same position in 3D space. The original I called "apple_whole" will be used as the source for the normal transfer. We don't need to touch this object again so we hide it so it will be easier to work on the second object. 4: This second object we add the modifier so that when in step 5 we slice it up into separate "peels" objects each object will have the modifier already added to it. You can apply the modifier to each "peel" but it is not necessary to do so. $\endgroup$ Commented Apr 25, 2020 at 20:31
  • $\begingroup$ The important thing is that the original object and the second (copy) object before and after slicing remain in exactly the same position in 3D space. So when you make the copy don't move it, instead hide the original. (disable the eye icon in the outliner) $\endgroup$ Commented Apr 25, 2020 at 20:36
  • $\begingroup$ @3fingeredfrog, nice! How would you do if you want to give thickness to the peeling? Solidify modifier works fine if you put it above the Data Transfer but the peeling edges will look sharp $\endgroup$
    – moonboots
    Commented Apr 26, 2020 at 5:21

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