04 April 2014 | |
![]() |
|
Frequenter
portfolio
Daniel Coleman
Sydney,
Australia
|
Collecting Vertices controlled by a bone
How do you collect all the vertices that a bone controls into an array? I looked at all skinops options and none fits the bill.
|
04 April 2014 | |
![]() |
|
Expert
portfolio
Stig Atle Steffensen
Project Engineer
National Oilwell Varco
kristiansand,
Norway
|
You usually do it on the 'skin' modifier, meaning that you get the skin modifier, get the bones from the list there, then loop through each vert that that bone affects.
__________________
http://stigatle.no |
04 April 2014 | |
![]() |
|
Know-it-All
portfolio
Matt Rennie
Sr. Character Rigger / TA
Rockstar North
Edinburgh,
United Kingdom
|
Yeah i think you need to get the total verts then loop through them and using the getVertInfluences skinops function (theres one something like that if memory serves), you can then test if this vert is affected by your bone.
__________________
Matt Rennie Sr. Character Rigger Rockstar North |
04 April 2014 | |
![]() |
|
The One and Only
portfolio
Felipe Nogueira
Technical Artist
Bethesda Game Studios
Rockville,
USA
|
Hey take a look at this script I posted a while back, you can quickly modify it to return an array of the verts. It already does that, but it might not be in the exact way that you want.
Look at the selectedVerts array. http://felipenogueira3d.com/node/45 cheers, __________________
Felipe Nogueira aka: PePeTD Technical Artist/Character TD http://felipenogueira3d.com |
04 April 2014 | |
![]() |
|
Frequenter
portfolio
Daniel Coleman
Sydney,
Australia
|
Thanks guys. I will try that script out Felipe . It looks like what I want. One other thing - what's the quickest way to determine what verts lie near a given point, rather than looping through every vert in the mesh, is there an algorithim which makes it a quick process? Thanks in advance.
PS: I'm trying to write a script that can automatically exclude verts from lip skin envelopes in case you're wondering or in case such a script already exists someone knows of |
04 April 2014 | |
![]() |
|
MAX Doctor
portfolio
Denis Trofimov
CA,
USA
|
Originally Posted by DannyBoy3:
One other thing - what's the quickest way to determine what verts lie near a given point, rather than looping through every vert in the mesh, is there an algorithim which makes it a quick process?
i can't say it's the quickest algorithm but i posted some on this forum... the algorithm uses 2D or 3D grid-buffer |
04 April 2014 | |
![]() |
|
Frequenter
portfolio
Daniel Coleman
Sydney,
Australia
|
Are you talking about this Denis?:
|
04 April 2014 | |
![]() |
|
MAX Doctor
portfolio
Denis Trofimov
CA,
USA
|
check this one
http://forums.cgsociety.org/showpos...76&postcount=23 i couldn't find the exact right example about vertex distance. probably it's in the forum's archive already. i will search in my archive and try to find there Last edited by denisT : 04 April 2014 at 08:26 AM. |
04 April 2014 | |
![]() |
|
Frequenter
portfolio
Daniel Coleman
Sydney,
Australia
|
Great. Looks promising. Thanks for your time Denis.
|
04 April 2014 | |
![]() |
|
Frequenter
portfolio
Daniel Coleman
Sydney,
Australia
|
Any luck with the archive Dennis?
|
04 April 2014 | |
![]() |
|
MAX Doctor
portfolio
Denis Trofimov
CA,
USA
|
Originally Posted by DannyBoy3:
Any luck with the archive Dennis?
here is the most close to what you looking for. http://forums.cgsociety.org/showpos...24&postcount=21 |
reply share thread |
«
Previous Thread
|
Next Thread
»
|
|
|