I believe, with object and local mode, the data is
still stored as a relative offset (base shape - shape). Which was my
point in my last email. I was talking about the data, not the
application mode.
If you wanted to read and store shape data (from the operator) but
apply it as a point position array (assuming I'm right...) you have to
add the base shape point position to the difference from the shape op
array to get the resulting shape point position array. Does that make
sense? If done on export, you are then storing point position array
data which could be easier to use for a variety of applications.
Correct me If I am wrong of course...
________________________________
R A F E S A C K S
Lead Character TD - Technical
Animal Logic Film
+612 9383 - 4800
Raffaele Fragapane wrote:
the
default isn't local, the default is object, which means all
displacement vectors are relative to the object's matrix.
local is a fairly computationally expensive mode that will calculate a
frameset for each vector based on the point it operates on (frameset
being the averaged normal at the point, the projection on the normal
plane of the first edge and a cross product of these two), and it's
only useful if you have deformations happening BEFORE the shape
combiner.
the only mode left is absolute, which is really mostly a plotting mode,
as it references the shape in world space, making them only useful if
all you have on your actor is shapes and envelope+deformers afterwards,
but rendering of 0 use anything happening before and voiding any
transformation of the object's space as soon as a shape kicks in.
******************************
| Raffaele Fragapane |
| Rising Sun Pictures |
| "Remember, TD is for TopDog" |
******************************
Rafe Sacks wrote:
You might want to consider changing the way
you store the values. In 4.2 at least, the values are a difference
between the base shape and the other shapes (I think this is always
true, though it might be affected by the mode in which the shape is
applied). I think (again this is from memory), that I converted the
values to be absolute local values. It really depends on how you want
to use them on import though. If only for playback, the difference
values are probably the best. For rebuilding a shape setup, it might be
a different story.
Anyway, just one more consideration.
________________________________
R A F E S A C K S
Lead Character TD - Technical
Animal Logic Film
+612 9383 - 4800
Raffaele Fragapane wrote:
because a shapeclip doesn't contain
animation di per sè, check the object that has the shape, under the
shapekey cluster you have all the vector maps, that's what you want to
save and load on, those maps.
******************************
| Raffaele Fragapane |
| Rising Sun Pictures |
| "Remember, TD is for TopDog" |
******************************
Brinkley, Marc wrote:
Is this possible?
I know that I can store an animation clip externally within the
properties of the action clip. But does this work with shapes?
When I open the shape clip all of the storage options are grayed out.
Thanks!
_______________________________________
*Marc Brinkley - EA|Chicago*
mbrinkley [at] ea.com
847.884.2000 x118
"[Fight Night] Round 3 on an Xbox 360 on a widescreen LCD TV is so
pretty it's the Jessica Alba of video gaming."
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