Oh I must have missed that, sorry. On the original object, select the polygons 
that you don't want to delete and choose Model > Create > Poly Mesh > Extract 
Polygons (keep). The selected polygons will be copied to a new object (the old 
ones will be left alone). As long as you don't freeze the Extract Polygons 
operator, it should update properly.

gray

From: [email protected] 
[mailto:[email protected]] On Behalf Of Sergio Mucino
Sent: Thursday, October 24, 2013 5:45 PM
To: [email protected]
Subject: Re: Equivalent to Maya's Wrap Deformer...

Looks like I will have a few problems here...

1. I cannot reduce the cage polygon count. Actually, it is a hi-res model (not 
crazy polygon counts, but still). I need to attach to it a copy of itself, but 
with lots of polygons deleted. Kinda like attaching polygon patches that need 
to follow it. So, I'm trying to get a lower-res mesh to follow the high-res

2. The high-res mesh is deforming. It actually has its points set to follow 
another mesh (another copy) via ICE. The original mesh is the one with all the 
deformation operators on it (pretty complicated stack of deformations). We 
don't touch this third mesh... that's why this second high-res has a get/set 
point positions ICE tree. It's the render mesh.

I'm thinking of a different solution... hold on... I might have something that 
works...

[cid:[email protected]]

On 24/10/2013 5:35 PM, Grahame Fuller wrote:

It's used for a few things, but mostly to keep track of the bind pose so that 
Softimage knows when a deformer has moved. If it's there it means that at some 
point you used that object as a deformer. If you're not currently using it as a 
deformer then you can safely get rid of it, then try to add the object as a 
cage deformer again. A new property will get created with the current transform 
values.



gray



From: 
[email protected]<mailto:[email protected]>
 [mailto:[email protected]] On Behalf Of Sergio Mucino

Sent: Thursday, October 24, 2013 5:22 PM

To: [email protected]<mailto:[email protected]>

Subject: Re: Equivalent to Maya's Wrap Deformer...



There is. All scale components are set to 1, and all Rot/Pos components to 0.

What is this for? I don't think I had seen it before...



[cid:[email protected]]



On 24/10/2013 5:16 PM, Grahame Fuller wrote:



 Static_Kinestate property already on the object before

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