raff thats really interesting and explains why in some of my shapes my method doesn't work. properly
*(normal - normal x 1st edge - previous axis x normal)* could i ask you to go into more detail on this please. On Tue, Jun 18, 2013 at 12:02 PM, Raffaele Fragapane < raffsxsil...@googlemail.com> wrote: > Duplicate mesh twice, fix one, subtract point pos of one from the other, > freeze, transfer frozen ice attributes to original mesh. > Works fine for world and object. For component relative (equivalent to > local) it's a bit trickier as you will have to transform the resulting > vector (object space) by the inverse of the component transform (normal - > normal x 1st edge - previous axis x normal), and then transform it by the > component transform on the mesh it's applied to, but can still be done. > > Corrective shapes are best done in ICE :p > > > On Tue, Jun 18, 2013 at 5:27 AM, Alan Fregtman <alan.fregt...@gmail.com>wrote: > >> Hey guys, >> >> I'm curious if anyone has already tackled the problem of creating a >> corrective shape (that is, a shape difference in a pose that has been >> readjusted to be relative to the neutral character pose) when >> SecondaryShapeModeling isn't viable? >> >> If you use classic envelopes and the ClusterShapeCombiner, you can make >> adjustments in SecondaryShape mode and store a shape that is automatically >> adjusted to the neutral pose for you, and that's cool, but if you have >> anything much fancier, it doesn't do the neutralization right. >> >> I'm contemplating perhaps storing the shape vector difference relative to >> the PointReferenceFrame matrices; maybe that'll do it. Any other/better >> ideas? >> >> Cheers, >> >> -- Alan >> >> > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! >