Yeah, it should. You're reading from the Modeling stack, so the envelope didn't happen at that point.
Then you're setting the positions, so anything between your operator and the Modeling marker might as well not exist because it's overridden by your data. On Fri, Apr 12, 2013 at 4:26 PM, Bartosz Opatowiecki < [email protected]> wrote: > Hey, > > Lets forget about node transformations, only vertices are being deformed. > If, within an update function I get a geometry like this: > > Primitive prim = (CRef)ctx.GetInputValue(0,0); > PolygonMesh mesh(prim.GetGeometry(0,siConstructionModeModeling)); > CVertexRefArray outPoints = outMesh.GetVertices(); > CVector3Array pos = outPoints.GetPositionArray(); > > and put its data back: > > Primitive outPrim(ctx.GetOutputTarget()); > PolygonMesh outMesh(outPrim.GetGeometry(0,siConstructionModeModeling)); > CVertexRefArray outPoints = outMesh.GetVertices(); > outPoints.PutPositionArray(pos); > > my output mesh should stay still even if envelope operator is below it. > Am I right ? > > W dniu 2013-04-12 20:10, Alan Fregtman pisze: > > From what you said you're already setting the pointpositions (aka > deforming), so you have *already* *taken over*. You can set the > deformation to be absolute if your data is absolute and taking the object's > transform into consideration. > > If you mean if you can disable operators downwards... no, you can't. > > > > On Fri, Apr 12, 2013 at 12:18 PM, Bartek Opatowiecki < > [email protected]> wrote: > >> Hi, >> >> I'm working on a customOperator which is deforimg a mesh. >> It is sitting at the top of an animation construction mode . >> I would like it to take over the deformation at some point >> and ignore entire construction stack below it. >> >> thanks, >> Bartek >> > > >

