Let me take the liberty to explain before Raff does. Delta of points mean
difference between two position. Let's say that you have a point in a mesh
at [x1, y1, z1] position. And then for the same mesh you apply some changes
through deformers / ops as a result this point now moves to a new position
[x2, y2, z2]. Then a Delta of Positions between these two positions of the
mesh will be - [x2-x1, y2-y1, z2-z1]. The Delta Positions would be an array
of such difference positions of all the points in the mesh. That's
mathematical definition. In simpler terms, it is just the information which
records the difference in the position of each vertex in a mesh between two
different states.

On Mon, Sep 8, 2014 at 4:27 PM, Juhani Karlsson <[email protected]>
wrote:

> Can you Raff explain what you mean with store delta of points? What does
> delta stand for?
> Its kinda new term for me. Maybe I`ll check the compound out.. ; )
>
> On 8 September 2014 03:48, Raffaele Fragapane <[email protected]
> > wrote:
>
>> Given smoothing in ICE is always going to be fairly slow, I imagine if
>> you wanted some performance out of it using the DQ skinning compound, or
>> even just building up your own linear skinning, in ICE in the modelling
>> stack and using local shapes and the native smooth for the mush would be by
>> far the fastest option before taking on it with full fledged C++ custom
>> nodes.
>> Unless you're only using ICE to re-apply the shape and not doing any
>> smoothing inside it, in which case you're probably on par.
>>
>> On Mon, Sep 8, 2014 at 10:44 AM, Miquel Campos <[email protected]>
>> wrote:
>>
>>> Oh! Woah! Thanks for sharing it Chris! :)
>>>
>>> And thnks Raffaele for the explanation.  That is what i did with the 2
>>> nodes.
>>>
>>>
>
>
> --
> --
> Juhani Karlsson
> 3D Artist/TD
>
> Talvi Digital Oy
> Pursimiehenkatu 29-31 b 2krs.
> 00150 Helsinki
> +358 443443088
> [email protected]
> www.vimeo.com/talvi
>



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