AZ TOOLS

AZ Curvenet Builder

Curve-driven deformation on top of the rig you already have: profile curves on the mesh, controls that bend them, and one sparse deformer that follows the skin.

Three profile curves from edge loops, four controls each. Moving a control bends its curve, and the deformer carries the surface with it.
The AZ Curvenet Builder window: empty, profile curves loaded, system built, then the Controls and Weights tabs.
The window: name the system, create the curves from edges, BUILD CURVENET, then the Controls and Weights tabs.
The built system at rest: the profile curves on the forearm and their controls.
The built system at rest: the curves sit on the surface, the controls are pinned to it and follow the rig underneath.

What it does

Pick edge loops on a mesh, give the system a name, press BUILD CURVENET. The loops become profile curves, every curve gets controls, and the mesh is deformed by a single curve-network deformer whose influence you paint per curve. The controls ride the existing rig, so the layer works on a skinned character as well as on a static prop.

It is a shaping layer, not a replacement for the skin: wrinkle lines on a sleeve, the edge of a collar, the ridge of a brow, a muscle line on a forearm, anything that wants a curve the animator can bend and that must keep following the body.

Workflow

  1. Type a Name for the system. Several systems can live on one mesh; the name keeps their nodes apart.
  2. Make profile curves: select edge loops and press Create Curves From Selected Edges, or select NURBS curves you drew yourself and press Load Selected NURBS Curves.
  3. Select the mesh (or only the vertices to deform) and press BUILD CURVENET. The driver curves are skinned to the controls automatically, so their influence stays editable.
  4. Reposition controls: Create Setup Markers, slide their Slide attribute along the curve, optionally Merge Selected Markers, then Rebuild From Markers.
  5. Start Paint to paint the deformer weights of a curve; Apply Weights commits them.

Build in the bind pose. The rest curves and the pins are created from the current shape of the mesh; a system built in a pose follows that pose as its zero. If a squash or a lattice under the system makes the rest and the driver curves drift apart later, Fix Rest Tracking re-skins the rest curves to the tracking joints.

The window

Create · System
Name of the system and the Systems list of the scene; picking one loads it, Refresh rescans.
Create · Profile curves
Create Curves From Selected Edges, Load Selected NURBS Curves, Shift Curves Off Mesh to push curves off the surface by a distance.
Create · Build settings
Controls per curve, Inner and Outer radius of the influence, its Falloff power, control Scale, Restrict to selected vertices, mirrored L/R orientation by curve name.
Create · Extend system
Add meshes to an existing system, transfer weights between meshes, add corrective curves.
Controls / Curves
Setup markers (create, add on curve, merge, delete, mirror L → R / R → L), control mirroring, control size, reset to bind, tag sides.
Weights
Paint the deformer weights per curve with the brush (falloff, smoothing, isolate, live mirror), Apply Weights; edit, apply and mirror curve weights.
Bones
Add Curve Bones: joints that ride the curves and skin the mesh as an export layer; game-bone baking to a skeleton.
Tips
Quick actions such as hiding and showing all curves.

How it is built

Good to know

Availability

AZ Curvenet Builder is a licensed product of AZ Tools, in the Rigging category. It is listed in the AZ Tools Manager for every account and installs once a license key is activated. The deformer it drives, AZ Curvenet Deformer, is free for every registered account.

Get AZ Tools Manager