convert the shapes to a local reference frame (by selecting the cluster
and using shape>convert shape reference mode), so that each vector in
the displacement map is relative to a frameset estabilished point by
point (this way you can even bend the topology around new angles).
this will be sufficient as long as all your operations live below the
shape entry point in the stack.
when done convert them back to the object framset (as local is
incredibly more expensive).
******************************
| Raffaele Fragapane |
| Rising Sun Pictures |
| "Remember, TD is for TopDog" |
******************************
Peder Kallin wrote:
Hello list, sorry if this is a realy silly question :)
Lets say I have a head to which ive done shapes for, all well and
dandy, but now the art director comes in and tells me the face needs
to be thinner and have a huger forehead. My question is, is there any
way of alterning my base head mesh (just tweaking it not doing
anything to its topology) without loosing the shapes i just did, ie I
change these things the AD asks me to do and the local changes I do to
my base mesh propogate down to my blends?
Peder Kallin
www.fatgeeks.net
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