hi Michael!
I just used the default MItGeometry that was provide in the deform method
to set the final positions and everything works perfect now! My original
intention was to used a different way set the final result, but I guess I
was over complicated the code by doing this whole
I have to admit I haven't written a modifier before and I don't see
anything obvious wrong with what you've done.
It seems strange that you are using a MItGeometry outIter to set the
positions. It would seem more direct to me to set the positions on your
MFnMesh fnOutmesh, which controls
We're not making sense to each other here :)
Are these points all where you expect them to be?
- deformerWorldPnt
- collisionPoint
- finalPnt
It might be worth colliding one cube against another, just because it's
much easier to do the math in your head and know when the results are what
you
hi Michaek, thanks for taking time reading my code... and the problem here
is my code doesnt move the corresponding point on the deformer
surface(sorry I should be clearer at the beginning) in other words,
nothing happened at all when I collide them(and this is the part drive me
crazy, it's
What is not working? Your code finds the correct points, and prints out the
correct indices, but it doesn't move them correctly? So what is it doing
wrong when it moves them? Is it not moving them at all? Moving them to the
wrong place? I see you calculating finalPnt and then entering it into