Want to make a PSD for facial rigging.
I got bone based rig and want to override some poses with exact
target shapes and to have full control over its activation (per vertex).
B
W dniu 2013-04-12 22:49, Alok pisze:
The only way to do it keep your operator lowest in the operator stack.
Other hacky way would be to have duplicate mesh without any operators
and read point positions from that. You also feed the data to your
operator using user data. But I am not able to understand why would
you want to do that. If you can explain exactly why you want your
operator sitting on top of envelope but still want to get the rest
pose of the mesh, maybe we can help better.
ALOK
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On 12/04/2013 4:45 PM, Bartosz Opatowiecki wrote:
Actually it is false, because I got deformed vertices
into my deformer any way. So anything I do inside my operator
is relative to the previous operator in the stack...
Instead, I want to get vertices in world space or in X3DObject space
fed into my deformer. How can I do that ?
W dniu 2013-04-12 22:33, Alan Fregtman pisze:
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] <mailto:[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] <mailto:[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
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