Well yes you're going to have to figure out the transform space when
storing in the point's local space. Though I think you could hack your way
through it by ripping apart the stick to location node.

--------------------------------------------
Eric Thivierge
http://www.ethivierge.com


On Fri, Dec 7, 2012 at 2:38 PM, Ed Manning <[email protected]> wrote:

> wouldn't the stored offsets be in world space?  Wouldn't you want them in
> tangent space to not crumple weirdly?
>
>
> On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge <[email protected]>wrote:
>
>> Use ICE to get the closest location on your low res (static, undeformed
>> copy) from the high res mesh and store the offset transform from that
>> location. Then use the reinterpret location onto the deformed low res geo.
>>
>> --------------------------------------------
>> Eric Thivierge
>> http://www.ethivierge.com
>>
>>
>>
>> On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel <[email protected]> wrote:
>>
>>> I'm curious how others handle layered or very high res geo clothing?  I
>>> have a pretty high res geo of layered clothing on a character.  I'm getting
>>> some decent results with just applying syflex to the geo, enabling self
>>> collision, boosting the subframe steps, etc. and letting 'er rip but its
>>> pretty slow.  I get fantastic results using one, lower res proxy mesh.
>>>  Whats the best way to transfer or copy a low res sim to a high res mesh?
>>>  I was creating nulls on each point on the lower res geo and enveloping the
>>> high res too it but now I'm dealing with managing almost 2k worth of nulls
>>> and any envelope corrections are impossible.  Any other suggestions other
>>> than brute force?
>>>
>>> Kris
>>>
>>
>>
>

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