You could have a look at stretchmesh.
It's been OSSed, and while there is no compile on their website for 2014,
there should be a thread on CGtalk in the Maya forums you should be able to
dig up where someone took the time to address the issue or two in the
project and provide a recompile that, allegedly, works.

You could also have a look at splice and ask if they can provide you with
Andrea's port over to KL of stretchmesh, which should actually also
outperform the native one (which I had a look at and instantly cringed at
the multithousand line code dump most of it is).

Unless this needs to work on a vanilla Maya for a rig you guys want to
redistribute or something like that, in which case yes, polyaverage might
do it, but AFAIK it's a Laplacian smooth with no volume preservation
(unless reprojection or multiple passes ala Taubin were added recently).

I also should have a smooth node with Taubin somewhere that I can try to
resurrect if all the above fails, but I wouldn't have the time for a few
days, or there might be one available out there somewhere as at least
Taubin volume preservation is trivial to implement people normally
implement it.


On Sat, Jan 11, 2014 at 11:26 AM, David Gallagher <
davegsoftimagel...@gmail.com> wrote:

> I'm putting a relax deformer on a characters upper arm/shoulder connection
> to make it smoother.
>
> I'm looking for a similar deformer in Maya, but not finding a good one.
>
> polyAverageVertex1 I suppose?
> http://www.mediafire.com/view/32xn8diu6u77cju/relaxDeformer.png#
>
>
>


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