colorcurvature opened this issue on May 19, 2013 · 21 posts
colorcurvature posted Mon, 20 May 2013 at 9:49 AM
This seems to strengthen my thesis. WorldVertex(5) of the slave actor in my figure returns different coordinates, depending on classic vs unimesh skinning.
wg = poser.Scene().CurrentActor().WeldGoals()
print wg
[[-1, -1, -1, 3, 4, 5, -1, -1, -1, -1, -1, 11, 12, -1, -1, -1, -1, -1, -1, -1, 20, 21, -1, -1, -1, -1, -1, 27, 28, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1, -1]]
Vertex 5 is chosen because it has a weldgoal.
Based on this output and the unwelded preview frame in the picture I suspect WorldVertex() is not returning the truth when unimesh skinning is active (assuming, the welded position should be the world vertex coordinate).
So I indeed guess, PML should be used with classic skinning.
P.S. Subdivision is still fine.