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 >>>> >>> >>> >> >

