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Thanks Guy. It seems I need to think more about it and look through the full details of implementing with the various options out there.
I really appreciate your time and expertise on this.
Cheers,
Alan.
On 12/13/05, Guy Rabiller <guy(at)alamaison.fr> wrote:
> ../.. 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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