Nah, not condescending at all. That definitely makes it more clear.

Thanks again Alan!

On Wed, Jun 27, 2012 at 11:07 AM, Alan Fregtman <[email protected]>wrote:

> Hey Chris,
>
> Here's an oversimplification, if it helps you or others visualize it
> better:
>
>
>    1. For every point on the source mesh, find the closest triangle our
>    target's mesh our point fits in -- a quad has 2 triangles, of course, so
>    one of them.
>
>    2. Imagine that triangle's edges are tightropes, and you start taking
>    a turn walking on each rope... you take steps and make your way to the
>    closest you can get to the point of interest while staying on that rope.
>
>    3. When you're the closest you can be, you mark it with a napkin where
>    you write the number of steps it took divided by a known number of steps it
>    takes to walk that rope. The result is your "weight" for that rope, or
>    edge. . Repeat for the other two "ropes".
>
>    4. Now you know that, let's say, your point of interest is 0.25 of
>    rope A, 0.7 of rope B and 0.15 of rope C. (0.25, 0.7, 0.15) are your
>    barycentric coordinates, more or less.
>
>    5. Now, if we want to know shapekey data (3d vectors per actual
>    vertex) from this arbitrary point in the target mesh triangle, how do we
>    compute it? Well, using those same weights from before we use
>    interpolation, which is just a fancy word for mixing up the values from
>    that triangle's vertices using each weight, and the result would be our new
>    shape vector.
>
>
> Make more sense now? (I hope it didn't come off condescending; not my
> intent.)
> Cheers,
>
>    -- Alan
>
>
> On Tue, Jun 26, 2012 at 9:43 AM, Chris Covelli <[email protected]>wrote:
>
>> Thanks Alan,
>>
>> That link you provided is a bit over my head, but I get what you're
>> saying.
>>
>>
>> On Mon, Jun 25, 2012 at 3:42 PM, Alan Fregtman 
>> <[email protected]>wrote:
>>
>>> Well GATOR is not doing a 1:1 copy of the shapes, it's reinterpreting
>>> every point by the transformation of each individual closest triangle using
>>> pointlocator/locations magic, a.k.a. barycentric 
>>> coordinates<http://alokgandhi.com/blog/2012/05/28/barycentric-coordinates-and-the-magic-of-locations/>
>>>  sorcery math.
>>>
>>> Unless your meshes are completely and absolutely the same volume there
>>> is always a chance of slight error, unfortunately.
>>>
>>>
>>> On Mon, Jun 25, 2012 at 11:00 AM, Chris Covelli <[email protected]>wrote:
>>>
>>>> Hey Guys,
>>>>
>>>> Lets say I have a perfectly symmetrical mesh ( along the X axis ) and I
>>>> build a few blendshapes for that mesh that are also perfectly symmetrical.
>>>>
>>>> Next, lets say I GATOR those blendshapes onto a different but also
>>>> perfectly symmetrical mesh ( a lower/higher res version that has the same
>>>> basic shape but different topology, for instance ).
>>>>
>>>> I've noticed that every time I do this the shapes on the new mesh end
>>>> up being slightly asymmetrical.
>>>>
>>>> Anyone know why this happens?  This is more of a curiosity rather than
>>>> a problem I need fixed as I have a pretty quick method for getting the
>>>> shapes symmetrical again without changing the topology.
>>>>
>>>>
>>>> Thanks!!
>>>>
>>>> -Chris
>>>>
>>>> --
>>>> Chris Covelli
>>>> http://kylevargas.net/
>>>>
>>>
>>>
>>
>>
>> --
>> Chris Covelli
>> http://kylevargas.net/
>>
>
>


-- 
Chris Covelli
http://kylevargas.net/

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