Cage opened this issue on Feb 24, 2010 · 592 posts
Cage posted Thu, 04 March 2010 at 10:12 PM
The comparison process only needs to be run by those who want to create comparison data files. Anyone who just wants to use existing data files to transfer morphs or shapes doesn't need to worry about the matter at all. The comparison script generates the data file, which stores all the necessary data for any future transfers between the actors in question.
If you are creating comparison data files, however, the process is likely to involve repeated test runs, while refining the correlation. (Unless you have perfectly-matched actors such as could be created using Mike1950's process.) Particularly for comparisons involving higher-resolution geometries, then, it will be desirable to have a comparison process which is a fast as possible. Otherwise, the process gets old quickly, as I've learned with older versions of TDMT, over the years. Waiting an hour for a comparison to finish, then learning it was no good anyway, really wastes time and can ruin your enthusiasm for the whole process. :lol: I'd hope this could be as accessible and speedy as possible, so fewer people will be scared away from the process and we can hopefully develop a library of data files from many contributors.
But folks who just want to transfer don't have to worry about any of that. :woot:
The viewing angle doesn't really help us if the Retopo or Shrinkwrap process still can only affect an entire mesh in one run. If we can isolate certain areas, then run the process only on those, we could theoretically work toward what Mike1950 is doing. Although it souonds like it would be much more awkward in Blender, even if it can work. :(
I'm not sure an offset from the wrap surface really helps us much, either, unfortunately.
The stages idea would be workable if, as above, vertices to be shrunk (wrapped?) can be defined by the user. Otherwise there are complications because the placement of features can differ so greatly on any two heads. Usually lining up the features well isn't just a matter of rotation, scaling, and translation. There has to be deformation involved. Blender obviously has tools to deform a mesh, but I find them rather awkward, myself. Blender is another 3D program about which I'll say, "Looks like a fish, moves like a fish, steers like a cow." :lol: And I'm never quite sure what it will do to my .obj file this time, upon I/O.
Blender and I have some trust issues. :lol:
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Cage can be an opinionated jerk who posts without thinking. He apologizes for this. He's honestly not trying to be a turkeyhead.
Cage had some freebies, compatible with Poser 11 and below. His Python scripts were saved at archive.org, along with the rest of the Morphography site, where they were hosted.