Hmm interesting solution Denis…although I don’t think it’ll work for my problem because I think I’ll manually need to construct the matrix so I can de…
Sarcasm detected :)…I know about the built-in lookat controller, but it won’t work for what I’m doing. That’s why I need to make my own.
Yup…the mesh has the same number of vertices. I need to do it through code because it’s part of a plugin that deforms a mesh over time…there’s actual…
Yea, your tip pointed me in the right direction. Only reason why your example didn’t work on the first try, is because the surface of the mesh is defo…
Yes, what you’re forgetting is that if the target mesh mesh rotates, the position offset will not be correct unless multiplied by a proper transform m…
I got it working. The key was to transform the vertices relative to a matrix for each target point constructed in the following way: t = getvert me…
Hey Aaron, Well I need to do this on a few thousand verts per frame…it’s part of a modifier I’m making, so a hacky solution won’t work unfortunately
This seems to be what I was looking for…thank you!
Hey Dennis, I actually got everything working by adding a “cache normals” button, which stores the normals in a point3Tab over a specified frame rang…
Unfortunately, the docs say that: The <index> value is 1-based, however the scripted plug-in is called with a <index> value of 0 to si…
I thought of adding a “Calculate Normals” button to the simpleMod rollout that, when pressed, disabled the map function and caches the normals of the …
Where’s the best place to do the snapshot? Is there an event that is triggered before the map function that I can do that in? I’ve tried various plac…