I have also used what Josh recommends once or twice and it works.
On Tue, Apr 15, 2014 at 7:16 AM, joshxsi wrote:
> Its nasty but we used to just use a script that set the shape weight to
> 1.0, duplicated the mesh, and re-picked it as a shape and replaced the
> names to match the old one and d
Its nasty but we used to just use a script that set the shape weight to
1.0, duplicated the mesh, and re-picked it as a shape and replaced the
names to match the old one and deleted the old shapekey
This was the old days, pre ICE.. now I would highly advise you use ICE and
just freeze the key once
maybe some more information as to why you need the original copy shape
operator? my next suggestion would be to make your own copy shape operator
that mimics the one in softimage. prototype it in ICE or maybe scripted op
and then port to c++?
On Mon, Apr 14, 2014 at 6:20 PM, Tyler Fox wrote:
>
*sigh* yeah, I was hoping to avoid the ICE tree. I've already built it,
and it works, but this is just one of those things that annoys the the
absolute hell out of me. There's an operator that does exactly what you
want already there, but for some reason, there's no way to actually use it.
And I
i have never tried it but you might be able to re apply the 'copy shape'
operator. have you used the SDK explorer before? recreate the operator and
go to view>scripting>sdk explorer, navigate to the operator, and select it.
it will show you info about how the ports are connected. then you 'might'
b
You can drive the shape key data using ICE.
Original mesh positions - Shape point positions = shape delta vectors.
Shape Delta Vectors -> shapekey.positions attribute.
Eric Thivierge
http://www.ethivierge.com
On Mon, Apr 14, 2014 at 7:38 PM, Tyler F
Hi guys,
Hopefully this will be a quick question, and I'm just missing something
easy.
When we create shapeKeys, there's a preference that allows us to keep a
link between the source mesh and the shapeKey.
Is there a way to re-create that relational link after its been frozen out?
~T.Fox
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