untelon
11-07-2006, 06:01 PM
but wait ! I am not talking about finding the center as determined by the face's bounding box (the pivot point). I am referring to the location of the actual "dot" of the face.
The problem: I am trying to create an automated "attach" script that will snap objects to poly faces. These faces are randomly placed and oriented. They all have 0 transform information. Their center pivots are all over the place, seldom they are ON the face. Yet the faces (at least in this specific example) are identical and evenly distributed (which will not always be the case).
I want to attach an object to those faces. I do not want them "floating off" of the surface of the face. These needed to be rather precise, hence the automated solution. I figured that a "close" enough solution would be the attach an object the the face's "dot", which is possible as a manual task; nonetheless, I couldn't find a way to achieve this via mel.
If anyone has any ideas I would appreciated it if you could help me out. I can see why maya's resolving of a geometry's bounding box is done in world space, but I think there must be a way of achieving this task.
Thanks much,
unTelon
The problem: I am trying to create an automated "attach" script that will snap objects to poly faces. These faces are randomly placed and oriented. They all have 0 transform information. Their center pivots are all over the place, seldom they are ON the face. Yet the faces (at least in this specific example) are identical and evenly distributed (which will not always be the case).
I want to attach an object to those faces. I do not want them "floating off" of the surface of the face. These needed to be rather precise, hence the automated solution. I figured that a "close" enough solution would be the attach an object the the face's "dot", which is possible as a manual task; nonetheless, I couldn't find a way to achieve this via mel.
If anyone has any ideas I would appreciated it if you could help me out. I can see why maya's resolving of a geometry's bounding box is done in world space, but I think there must be a way of achieving this task.
Thanks much,
unTelon
