Kris are you using the standard Cage deformer or the ICE based "Hull
Deformer" setup?

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


On Fri, Dec 7, 2012 at 2:44 PM, Kris Rivel <[email protected]> wrote:

> Thanks for the suggestions.  Eric...your idea is what I had in mind but
> having a hard time figuring out the right node usage once I extract closest
> point.  How do I store an offset?  Cage is ridiculously slow so thats out.
>
>
> On Thu, Dec 6, 2012 at 10:38 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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