I have a mesh which has a vector offset calculated by subtracting one mesh from another, and want to re-apply that offset post sim as a shape.
However, the shape is not following the normals of the mesh. Having fried my brain trying to figure out how to to get the shape vector to rotate with the pointnormals of the base mesh, I'm hitting a bit of a wall. Any advice appreciated!
(trying to reapply a hairstyle post syflex sim)
rotating a shape by normal vector
Re: rotating a shape by normal vector
Hi Matt,
try one of these. I use them as a hull deformer either for my hair mesh or for the strands themselves. I guess if you reapply the normal offset on top of it it should work. I'd save the offset in a weight map.
P.S.: It reqúires a static and dynamic mesh in order to work.
try one of these. I use them as a hull deformer either for my hair mesh or for the strands themselves. I guess if you reapply the normal offset on top of it it should work. I'd save the offset in a weight map.
P.S.: It reqúires a static and dynamic mesh in order to work.
- Attachments
-
- frry Bind Strands To Closest Location.xsicompound
- (39.98 KiB) Downloaded 38 times
-
- frry Bind To Closest Location.xsicompound
- (14.24 KiB) Downloaded 39 times
Re: rotating a shape by normal vector
Thanks dude, put me on the right path --> pointreferenceframe
Also watched paul's vid: https://vimeo.com/66054707 which helped a lot.
Nice to have a breakthrough just before I have to go home
Also watched paul's vid: https://vimeo.com/66054707 which helped a lot.
Nice to have a breakthrough just before I have to go home
Who is online
Users browsing this forum: No registered users and 26 guests