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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