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 >>> >> >> >

