Sunday 29 May 2016

Surface Constraint

Following on from last week, I've been looking at how to build something similar to the geometry constraint in Maya.

It's certainly a tricky one. I've just found out about tangents and binormals which I'm still struggling to grasp but they are useful for building a somewhat stable surface based matrix..i think.

I'd like to do a bit of a write up on it soon, there's so many things I'm not too sure about. 
For one thing, using MFnMesh.getClosestPointAndNormal() won't return a normal in world space if I'm getting the mesh data using inputValue.asMeshTransformed(). Is this a bug? Maybe I'm using it wrong.

Here's a quick demo. 



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