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[Closed] Deformed Offset mesh

To say the truth I do not know exactly what I need to get.
I have two meshes one skinned mouse (with morphs and so on), second offseted mesh for hair (ornatrix) shell. I wanted to create something for modifying the shell mesh to react on skinned mesh changes (animation) but keep initial offset.
I did not like how skinwrap behaved (It worked well as whole but not good around mouth ears and so). I managed to find old morphX2 installs. With it it works nice. What is lacks is interactivity. So I hoped for recreating something like it in genome. that is the story.
Now back to your question. Vertex normal is normalized average of the surface normals of the faces that contain that vertex (wikipedia) What that meens for me? I am not so sure. I can find the point position, normal and offset. But I do not know what to do with all that. Thanks

Wrong… Once again I was wrong. Sorry

wow… it’s too much for my MS in the Physics Theoretic.

on end I have something workable
. Kind of.

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