a little update of this script
---
#Import modules
import operator
#Math utils
def dotProduct(v1, v2):
return sum(map(opera
I have solution.
obj_1 --> base mesh
obj_2 --> target mesh
obj_3 --> mesh reveiver
-
Hey,
Well i dont know you got the answer but what i think from your picture you
drew, you can take the local space position of original mesh. then add your
offset and calcualte the offste with this original mesh points. may be even
a vector of direction
v = pt2-pt1
then add your deformation an
Thank you very much Marcus. I'll watch it as soon as possible.
the problem of putting the blendshape first is that we must constantly do a
subtraction between the two mesh. This operation is very simple but it's
still a step ...
The goal is to avoid this step.
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You received this message beca
I hesitated a bit in sharing this, as I can’t vouch for it’s accuracy or
performance, but young Marcus once attempted something along these lines. I
remember also struggling with rotations as well, and detailed variations of
the input surface during the transformation. Maybe my former goals can in
Hello everyone,
I return to this topic I abandoned for lack of time ...
I think doing a lot easier than what I had expected. Instead complicate my
life with the matrix simply play with the normals.
I have a point that a normal.
I have two points, so a direction (so a normal) and length.
So jus