Hey guys,
pretty sure some of you are familiar with that kind of problem.
I've a car rig where some part are only deformed (translated) by
hierarchy/constraints, and some are skinned on a deformer.
Let say we use the wheel as example. When I retrieve the wheel 4x4 matrix,
it will give me its
Hi Xavier,
Maybe you're using the local transforms, for the hierarchy/constraints, you
need to retrieve the global transform,
and for the skinned ones the deformer's global transform.
Regards
A.
2012/4/30 Xavier Lapointe xl.mailingl...@gmail.com
Hey guys,
pretty sure some of you are familiar
Hey Ahmidou,
Yup the hierarchy/constraint based this isn't a problem.
For the skinned ones, getting the deformer's global transform was something
I was considering, so since you bring that up: is it a safe way? Let say
you have a mesh deformed by 50 deformers (like a character body), I would
Well, the trouble is that it's still not really accurate - if one end gets
stretched in an extreme way the the centre of the points could go way off.
Getting all the deformers is tricky as not all of them are going to have
equal measure evenly across the mesh.
One way might be to choose one point
Well you'll have an accurate result only if the object are 100% skinned to
one deformer. You ca also get the mesh bounding box, but it will still be
an approximation
I'm afraid there is not other solutions.
2012/4/30 Peter Agg peter@googlemail.com
Well, the trouble is that it's still not
Hi Xav,
Nothing much to add, but yeah I would not consider as point average as a
'safe' method. The only thing that will work in this case is when you have
weights 100% from one deformer. I would still consider the point positions
as valid as the data set has changed. If you can explain what
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