On 2011.08.10 20:09, notanymike wrote:
It's not a new idea to deform a mesh using a transform riveted to that mesh. However I was wondering if one could do the same without transforms. That is to say, something that's a cross between a skin cluster and a wrap deformer. I was thinking of using MItMeshFaceVertex to build a transformation matrix using the position as the translation value, and the normal and tangent for rotation. The question is then, now that I have this array of matrices, how then do I make sure they deform the right regions of the target mesh?
Am I under right impression that you're trying to implement something like control points over a deforming geometry? e.g., you've got head with blend shapes, then skinned to head/neck, and then on top of that deformation you want something additive like "raise brow corner" transform?
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