How Chad says there is a different way to do it.

yes in your case maybe I'll use a deformer, you need to decide you is the
deformer and  how is deformed...

but which closetPoint function should I use?

everythong depend on what you want to do, for example I used a ray
intersaction ( because it's faster ;) and in my case the was not a
difference with the closest )

And what if there are multiple matrices matching a certain distance to an
array of
points?

the same depend what you are looking for, but in theory it's just a
condition on the closest point, so just an loop on the multi point to
determinate the closest point.

I hope that I'm usefull :)
this is a little example of one deformer that I made


http://vimeo.com/26828121
pw: test_01

--------------------------------
Marco D'Ambros
phone : (+61) 0431 830085
web    : www.marcodambros.com
mail    : [email protected]



On Tue, Aug 16, 2011 at 5:14 AM, Viktoras <[email protected]> wrote:

>
>
> 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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