Hello everyone, I return to this topic I abandoned for lack of time ...
I think doing a lot easier than what I had expected. Instead complicate my life with the matrix simply play with the normals. I have a point that a normal. I have two points, so a direction (so a normal) and length. So just make a difference between these two points and two normals ... ----------------------------------- So in theory : suffix 1 = initial mesh suffix 2 = secondary mesh (shape for blendshape) suffix 3 = final mesh target (target for blendshape+) dif_point = pt2 - pt1 dif_normal = n2 - n1 new_normal = n3 + dif_normals new_point = pt3 + (new_normal * dif_point.length) ----------------------------------- With that I find the right position while I don't rotate my joint. So I have a great blendshape ... :) The problem now is that when I rotate my joint the points move more or less in the good direction but not deformed properly. I'm still looking why ... https://www.dropbox.com/s/bn19i40vf3ub32f/show_1.jpg?dl=0 -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/08af3fa3-0f87-4752-97e9-ec6c85c66b2f%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
