When you make a clone, a 'copyop' operator is installed on the clone's construction history. The copyop listens to the master for modifications and complies as best as it can. If you triangulate the master, then the clone should be triangulated as well. Any edits applied locally to the clone are applied after the copyop finishes evaluation. Therefore local edits might not behave as expected as you're effectively pulling the rug from under the operator's feet. Many topology operators are locked to specific subcomponent indices. So changing the topology underneath will surely change their behavior. The push operator is a deformer, and I believe it operates on a cluster, so whatever subcomponent indices are in that cluster is what the push operator will affect. Changing the master can naturally change the subcomponent indices which end up in the push operator cluster.
Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Szabolcs Matefy Sent: Tuesday, December 18, 2012 7:54 AM To: softimage@listproc.autodesk.com Subject: Question about vertex normals, and move component Hey Folks Does anybody know (developers listen!) if the move component tool relies on the vertex normal? We have a funny issue. We have a mesh and a clone of the mesh. We must maintain the connection between to two meshes to make sure that the topology is identical. We alter the clone using push, and move component, because this mesh must encapsulate the original mesh. It's a Cage in game dev terms Now the thing is that, if I triangulate the source mesh, the clone mesh gets distorted. I think it's because of the vertex normal that might change during the triangulation, but I would like to know a bit more about it, since it affects our entire workflow. I'm also curious, if user normal can affect that (apparently not, but I'd like to heat a developer comment) To repro the "issue" just make a cube, clone it, then apply a push on the clone with a reasonable push amount, the triangulate the original mesh. We have to triangulate the object, because at this moment FBX exporter has no option for triangulation, so it's up to the user to do it. Cheers Szabolcs ___ This message contains confidential information and is intended only for the individual named. If you are not the named addressee you should not disseminate, distribute or copy this e-mail. Please notify the sender immediately by e-mail if you have received this e-mail by mistake and delete this e-mail from your system. E-mail transmission cannot be guaranteed to be secure or error-free as information could be intercepted, corrupted, lost, destroyed, arrive late or incomplete, or contain viruses. The sender therefore does not accept liability for any errors or omissions in the contents of this message, which arise as a result of e-mail transmission. If verification is required please request a hard-copy version. Crytek GmbH - http://www.crytek.com - Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer: Avni Yerli, Cevat Yerli, Faruk Yerli