additional:

now i understand how the build array from set works and why i get a different 
point order.
first it gets all values of every first element of all the sets in the group 
than the second …
that is making sense. so i need to rearrange that array. problem is that the 
every character consist of several geomtries with different point counts… so 
there goes my rearranging



Am 23.01.2013 um 17:07 schrieb Sebastian Kowalski <[email protected]>:

> hey list, 
> 
> i am asking myself what type of array i get when i am reading point position 
> from a group of geometries..
> when i try to plug that into an vector per object i am expecting a long list 
> of vectors. but ice won't allow that.
> to my surprise it is giving me a context mismatch saying that point position 
> is per point of the first element in the group.
> now thats new.. i always thought that reading a group is losing all 
> connection to the elements its holding.
> 
> kine.global makes no such fuss, thats simply an ordinary array of 4x4 
> matrices. 
> its obvious that this has to do with the context, point position is per 
> point. kine.global is per object.
> 
> what i am doing is ice merging a group of equal characters to one mesh. 
> reading and writing topo is kinda slow, so i thought just passing some vector 
> arrays on a freezed merged mesh should be faster. in my understanding the 
> point order of the merged mesh is starting with the first (generated) element
> point order and that would be just an offset by nbpoints of the other 
> elements in the group. (just checked it on a simpler scene and thats correct)
> normally i would try to build an array from set, but that somehow is fucking 
> up the point order…
> reading point location and than the position crashes without warning.
> 
> still can go the setting topo way, but that problem is showing me a 
> fundamental misunderstanding on my side, of how ice handles stuff.
> 
> what you guys think?
> 
> sebastian
> 
> 
> 
> 
> 
> 
> 


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