sorry to tease... start by trying the 'deform by hull' compound.
On Thu, Oct 24, 2013 at 1:56 PM, Sergio Mucino <[email protected]>wrote: > I'm not sure exactly what you're talking about Steve... :-) > Sorry... Softimage noob in training here... > > > On 24/10/2013 4:29 PM, Steven Caron wrote: > > it is slow to bind, but useable after you freeze the weights. > > i would look into an ICE solution, store the locations in modeling > stack, create a deformer in animation, and freeze the modeling stack > > > On Thu, Oct 24, 2013 at 1:05 PM, Sergio Mucino > <[email protected]>wrote: > >> Okay. I can see why the Cage deformer is regarded as slow... daaaaaamnnn! >> That's definitely not gonna work for us (plus, there's a weird offset >> coming from somewhere). I'm gonna have to cluster these meshes over to the >> mesh they're trying to follow... ugh... >> >> >> On 24/10/2013 3:45 PM, Sergio Mucino wrote: >> >> My other problem is that in some parts, this mesh I'm trying to fit >> overlaps other meshes, so It needs to be deformer by more than one source >> mesh. >> >> >> On 24/10/2013 3:42 PM, Sergio Mucino wrote: >> >> I have a mesh that I need to have deform by another. I cannot do a GATOR >> weight transfer because the source mesh is being driven by an ICE tree >> reading and setting point positions, not by weights. I was wondering what >> would be the best way to achieve this. I did a little bit of research, and >> it seems that the Cage Deformer is regarded as somewhat slow. Any other >> options? Can ICE do something similar? Thanks for any help! >> -- >> >> >
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