Showing posts with label constraint. Show all posts
Showing posts with label constraint. Show all posts

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.