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!
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