Hey, Well i dont know you got the answer but what i think from your picture you drew, you can take the local space position of original mesh. then add your offset and calcualte the offste with this original mesh points. may be even a vector of direction v = pt2-pt1
then add your deformation and then get position of the deformed mesh and then add the same vector to this point position on it local space. this should give you something like your drawing. goodluck D. On Monday, January 11, 2016 at 5:13:49 PM UTC+1, Rémi Deletrain wrote: > > Thank you very much Marcus. I'll watch it as soon as possible. > > the problem of putting the blendshape first is that we must constantly do > a subtraction between the two mesh. This operation is very simple but it's > still a step ... > The goal is to avoid this step. > -- 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/a1fcdcc0-977d-434a-a8c5-d29781f87eeb%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
