[Maya-Python] Re: Mathematical problem

2016-03-23 Thread Rémi Deletrain
a little update of this script --- #Import modules import operator #Math utils def dotProduct(v1, v2): return sum(map(opera

[Maya-Python] Re: Mathematical problem

2016-03-03 Thread Rémi Deletrain
I have solution. obj_1 --> base mesh obj_2 --> target mesh obj_3 --> mesh reveiver -

[Maya-Python] Re: Mathematical problem

2016-01-29 Thread Dilen Shah
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

[Maya-Python] Re: Mathematical problem

2016-01-11 Thread Rémi Deletrain
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. -- You received this message beca

Re: [Maya-Python] Re: Mathematical problem

2016-01-07 Thread Marcus Ottosson
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

[Maya-Python] Re: Mathematical problem

2016-01-07 Thread Rémi Deletrain
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