mCloth deformation meshes

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  11 November 2013
mCloth deformation meshes

This script is a wip. The main goal behind this script was to be able to generate a sphere for each vert of a vert deforming mesh, such as skinned objects. This script then allows users to make the spheres collision objects for mCloth in 3ds Max. If your wondering why I'm doing this, its because currently in 3ds Max users can not simulate cloth on a deforming character using mCloth.

delete objects

--Scene Setup
defMesh = convertToPoly (box width:20 height:80 length:40 widthSegs:4 heightSegs:16 lengthSegs:8 xray:true)
addmodifier defMesh (bend())
animationrange = interval 0f 40f	
animate on 
	at time 10 (defMesh.modifiers[1].bendAngle = -120)
	at time 30 (defMesh.modifiers[1].bendAngle = 120)	
	at time 40 (defMesh.modifiers[1].bendAngle = 0)

colliderSize = 2.0
colliders = for v = 1 to defMesh.NumVerts collect (sphere radius:colliderSize segments:8 wirecolor:yellow) --generate all needed collider spheres
colliderOffset = -1.0 --spher offset from surface of defMesh

fn GetVertNormal obj vert =
	vertFaces = polyOp.getFacesUsingVert obj vert
	tNormal = [0,0,0]
	for i in vertFaces do tNormal += polyOp.getFaceNormal obj i
	tNormal / vertFaces.numberSet
	return tNormal

for t = animationrange.start to animationrange.end do
	animate on
	at time t
		for v = 1 to defMesh.numVerts do
			vertNormal = GetVertNormal defMesh v
			vertPos = polyop.getVert defMesh v
			offset = vertPos + (vertNormal * colliderOffset)
			colliders[v].pos = offset
____________ ___ __ _
John A. Martini
  11 November 2013
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