You shouldn't need to implement compute. You can stick with deform.  If you
need access to the input mesh, you can get it with an outputhandle from the
datablock.

On Wed, Nov 21, 2012 at 1:03 PM, Roy Nieterau <[email protected]> wrote:

> Hey Rishis3D,
>
> Easiest way I found to start with this was by learning from a great
> working example.
> There's a python collision deformer for Maya available on the internet
> which is using the Compute Function.
>
> I actually rewrote this to C++ for learning purposes some time ago. I'm
> not sure if I have it laying around somewhere. ;)
>
> Check out the video here: http://vimeo.com/13150202
> And you can download the script from the link underneath the video.
>
> Is this enough info? ;)
>
> - Roy
>
>
>
> On Wednesday, November 21, 2012 6:10:35 PM UTC+1, Rishis3D wrote:
>>
>> Hi Guys,
>>
>> I want to write my own Collision Deformer (Mesh to Mesh) .. in both
>> Python and C++
>> for tat i have some quires to start up . whether i want to use
>> Deform Function for Compute Function?
>>
>>  --
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