> ../.. I wasn't planning on using the vertices ../..
Yes, let me rephrase it:
"Between the nearest Base Object location from the Constrained
Object, and the nearest Cage Object location from the Constrained Object"
Sorry I've used 'vertices' while I meant 'location' here.
It doesnt change the suggestion though.
Anyway, let me know in case you use any of those suggestions.
It is an interresting problem you are facing off.
Cheers Alan.
--
guy rabiller | 3d technical director (at) LaMaison
Alan Jones a écrit :
But - unless I missunderstand the PointLocatorData Class - the
point of
having a PointLocatorData Object rather than to keep a simple
coordinate
is to have these locations 'updated' whenever the mesh is
animated/deformed right ? How do you think it is done ? Barycentric
coordinates are involved. I'm just suggesting to 'do it yourself', so
you compute the 'locations' on the fly, inside your operator without
bothering having to save a 'persistent' PointLocatorData object. This
shouldnt be heavier than what the PointLocatorData does.
yeah - good point. Though I thought what you were suggesting required
a search everytime - though I was getting a bit hazy there.
> ../.. Only other thing is I'm not certain of whether the
interpolation
> of the CAV map would give the same results as the actual shifted
point../..
May be I missunderstood you at first.
You meant the direction is according to:
- the shift between the Base Object vertices and the Cage Object
vertices.
- or between the nearest Base Object vertice from the Constrained
Object, and the nearest Cage Object vertice from the Constrained
Object ?
I wasn't planning on using the vertices - I was going to use the
pointLocator which may or may not be a vertice. So I was more thinking
about how accurate it would be for positions on surface rather than
vertices. I would use this at the initial position (when the object is
constrained) |CageObj.point - BaseObj.point| and then the same again
one it's all moved. The get the rotation matrix for the constrained
object to be rotated the invcos of the dot of them around the cross
product of them.
Cheers,
Alan.
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