The only way to do it keep your operator lowest in the operator stack.
Other hacky way would be to have duplicate mesh without any operators
and read point positions from that. You also feed the data to your
operator using user data. But I am not able to understand why would you
want to do that. If you can explain exactly why you want your operator
sitting on top of envelope but still want to get the rest pose of the
mesh, maybe we can help better.
ALOK
GANDHI
/ chef directeur technique - lead technical director
alok.gan...@modusfx.com <mailto:alok.gan...@modusfx.com>
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On 12/04/2013 4:45 PM, Bartosz Opatowiecki wrote:
Actually it is false, because I got deformed vertices
into my deformer any way. So anything I do inside my operator
is relative to the previous operator in the stack...
Instead, I want to get vertices in world space or in X3DObject space
fed into my deformer. How can I do that ?
W dniu 2013-04-12 22:33, Alan Fregtman pisze:
Yeah, it should.
You're reading from the Modeling stack, so the envelope didn't happen
at that point.
Then you're setting the positions, so anything between your operator
and the Modeling marker might as well not exist because it's
overridden by your data.
On Fri, Apr 12, 2013 at 4:26 PM, Bartosz Opatowiecki
<b.opatowie...@gmail.com <mailto:b.opatowie...@gmail.com>> wrote:
Hey,
Lets forget about node transformations, only vertices are being
deformed.
If, within an update function I get a geometry like this:
Primitive prim = (CRef)ctx.GetInputValue(0,0);
PolygonMesh mesh(prim.GetGeometry(0,siConstructionModeModeling));
CVertexRefArray outPoints = outMesh.GetVertices();
CVector3Array pos = outPoints.GetPositionArray();
and put its data back:
Primitive outPrim(ctx.GetOutputTarget());
PolygonMesh
outMesh(outPrim.GetGeometry(0,siConstructionModeModeling));
CVertexRefArray outPoints = outMesh.GetVertices();
outPoints.PutPositionArray(pos);
my output mesh should stay still even if envelope operator is
below it.
Am I right ?
W dniu 2013-04-12 20:10, Alan Fregtman pisze:
From what you said you're already setting the pointpositions
(aka deforming), so you have *already* /taken over/. You can set
the deformation to be absolute if your data is absolute and
taking the object's transform into consideration.
If you mean if you can disable operators downwards... no, you can't.
On Fri, Apr 12, 2013 at 12:18 PM, Bartek Opatowiecki
<b.opatowie...@gmail.com <mailto:b.opatowie...@gmail.com>> wrote:
Hi,
I'm working on a customOperator which is deforimg a mesh.
It is sitting at the top of an animation construction mode .
I would like it to take over the deformation at some point
and ignore entire construction stack below it.
thanks,
Bartek
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