Actually I dont see how (traditionally) polygonized point clouds can have much more useful resulting meshes (topologywise) than an original dense mesh, as opposed to connecting points that have 'guided' positions on a surface where I can definitely see how. The real issue, for reptoplogy to be most useful for animation, is that you need your new topology to have good edgeloop structure and flow as well as variable detail. Much harder! but I'm also convinced that (more than) decent/acceptable (while quick) results could be automated (not unlike UV pelting) (plus I think it's fair to say that there would be tons of other (shape generating) applications for this, like a more closely fitting point cloud hull)
Thanks, I don't know how hard it was to make convex hulls, but it's also beyond my current expertise as well. So perhaps it could serve as an idea for someone that know the ropes. PS; If it may be of help, (Unless Julian or Guillaume would be willing :) both Julian's and Guillaume's ConvexHull source codes are on RRay.de (Guillaumes' is in the same . rar as the compiled) cheers, J |
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- Re: Retopo using surface emited particle positions Ed Manning
- Re: Retopo using surface emited particle positions Jason S
- RE: Retopo using surface emited particle posit... Grahame Fuller