Cage opened this issue on Dec 20, 2006 · 1232 posts
Spanki posted Wed, 07 February 2007 at 5:15 PM
Quote - For these missed verts at body part edges. I can think of three things we might try.
1) Increase the range of the bounding box before the octree divisions.
2) If necessary, use point to nearest vertex comparison as a backup case.
3) Artificially extend the polygons on the bodypart edges, in the direction of the bodypart edge - basically, internally faking the effect you might get from scaling or magnets. We'd use this just for the "in bounds" queries, but not for the weighting calcs.I don't know if any of that is feasible. I also kind of wonder if body part welds may somehow confound things in worldspace mode? Or if some of the morpsh were set before the comparisons were all run?
Unless you are testing two identical meshes, then chances are near 100% that the splits between groups will be different enough to miss some verts (depending on whether you are comparing A to B or B to A). A closest-vertex fix would be a bad thing. Most of the back-half of V4's head is actually her 'neck', for example. If you were trying to correlate V3 to V4's head, all those missing verts on the back-side would pick out verts that were very far away from where they should be. The correct polys to match against are the ones in the 'neck'.
Quote - *"It would be best corrected by cross-correlation with the other bodypart + a morph merge, like we've been discussing... once that's in place. For now, doing the magnet or scaling thing would just be a work-around."
*Would it? Assuming the same problem with missed verts on the bodypart edge doesn't affect the secondary run(s). I may misunderstand what's happening. How much of this is due to how well or badly the body part cuts line up?
Yes, it would - see above .
Quote - How much of this is due to how well or badly the body part cuts line up?
My guess? 100%
Quote - *"Actually, I think you might be able to do the cross-correlation using the current script..."
*This is pretty much what I was thinking, except I was suggesting some way to automatically merge the morphs. Whatever would be simplest and least confusing for the final user.
I suggested that as a work-around, but also as a means of verifying that that process works. If it doesn't work manually, it won't work in an automated way either. Verifying it manually might tell us something about what needs to happen in the script.
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