That's what I thought, but it doesn't seem to be the case. I retained the history because of this (I can see a DeleteComponents Op folder full of all the operators used to delete the polys I wanted to get rid of), but if I select all the polys left over, create a cluster with it, and move it to the source mesh, the polys selected by the copied cluster are totally different polygons to the ones I stored in the cluster, which told me that the order changed. I'm kinda lost on this one...


On 24/10/2013 5:54 PM, Matt Lind wrote:

If the construction history on Mesh B is still live, then the indices of the polygons should be the same as on Mesh A.  Otherwise  you’ll have to resort to using metadata (if already applied) or do something like a get closest location with the meshes aligned the same global pose.

 

Matt

 

 

 

 

 

 

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 2:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...

 

Okay. Say I have two identical meshes (as I've explained before). Mesh A is the original... Mesh B is a copy of mesh A, but it has missing polys (imagine it has holes in it).
How could I select on Mesh A the polys that are left on Mesh B?



On 24/10/2013 5:44 PM, Sergio Mucino wrote:

Looks like I will have a few problems here...

1. I cannot reduce the cage polygon count. Actually, it is a hi-res model (not crazy polygon counts, but still). I need to attach to it a copy of itself, but with lots of polygons deleted. Kinda like attaching polygon patches that need to follow it. So, I'm trying to get a lower-res mesh to follow the high-res

2. The high-res mesh is deforming. It actually has its points set to follow another mesh (another copy) via ICE. The original mesh is the one with all the deformation operators on it (pretty complicated stack of deformations). We don't touch this third mesh... that's why this second high-res has a get/set point positions ICE tree. It's the render mesh.

I'm thinking of a different solution... hold on... I might have something that works...



On 24/10/2013 5:35 PM, Grahame Fuller wrote:

It's used for a few things, but mostly to keep track of the bind pose so that Softimage knows when a deformer has moved. If it's there it means that at some point you used that object as a deformer. If you're not currently using it as a deformer then you can safely get rid of it, then try to add the object as a cage deformer again. A new property will get created with the current transform values.
 
gray
 
From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 5:22 PM
To: softimage@listproc.autodesk.com
Subject: Re: Equivalent to Maya's Wrap Deformer...
 
There is. All scale components are set to 1, and all Rot/Pos components to 0.
What is this for? I don't think I had seen it before...
 
[cid:image001.gif@01CED0DF.75CDA960]
 
On 24/10/2013 5:16 PM, Grahame Fuller wrote:
 
 Static_Kinestate property already on the object before

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