Cage opened this issue on Dec 20, 2006 · 1232 posts
Spanki posted Thu, 18 January 2007 at 12:31 AM
Hehe... first, yeah - we could just store the index as a float if there's some way to convert it back before using it (?), or if it doesn't matter.
re: re-computing the data multiple times for these two meshes.
This is probably best explained by... remember how you started implementing this in your earlier scripts.. you found the closest vertex and stored that in a file (your correlation data). Once you had the file, you didn;t have to recompute it anymore.
Then I came along and my stipulation is that it will be difficult to generate 'good' correlation data (using local space), due to differences in the shapes of the meshes.
If part of the neck is included on the head of one mesh, but it's cut sharply at the chin on the other, then the tips of thier noses might be 2 inches off, let alone just dissimilar. Even when they are 'generally similar', we haven't really done anything (programatically) about distinguishing between how the upper and lower lips might be lined up on the two meshes. Teeth, eyes, noses, ears, even chins can all have these issues.
Since my early posts, I eventually changed my position on this issue to the extent that due to the nature of organic morphs, you don't have to exactly line up every feature to get decent results, but you probably still have to line up the meshes differently if you're doing ear morphs, vs lip morphs (obviously it depends on the two meshes in question).
So - if you have to manually line up the meshes, you'd use 'worldspace' and re-compute the correlation data after lining them up.
If you're transfering morphs from hi-res v3 to lo-res v3, then they probably line up well enough that you can do the correlation data in local space and only have to do it once. I don;t recall off hand how similar V1 and V3 head shapes are, so I can't comment on how well that works for them.
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