Cage opened this issue on Feb 24, 2010 · 592 posts
Spanki posted Sun, 21 March 2010 at 4:13 PM
re: Hitpoint
First off, just to review and clarify, the Hitpoint generated by the original Closest Surface method was basically the intersection of the ray cast along the Normal of a vertex with the polygon/surface of the other mesh.
I went back to the other thread to refresh my memory and... we had decided to convert this into a 'delta' value when saving it to the .vwt file (this preserves the relationship of the vertex->hitpoint location, regardless of the current world-space position of the mesh).
Also note that the hitpoint itself - while used to determine the 3 correlating vertices and the weights to use for those - is NOT needed or used for Morph Transfers (the correlating vertices and weight info is all that's needed for Morph Transfer)... the hitpoint location IS used for things like Shape Transfer and/or No-Poke routines, etc.
In fact, you could describe the hitpoint as "the position to move the vertex to, in order to shape-match the other mesh".
So, given the above, does the new Closest Vertex method have a "hitpoint" - yes... it's the position to move the vertex to, in order to shape-match the other mesh. In this case, it's (AFAIK) the average/center of the correlated vertices - that's being computed, but not (converted to a delta and) saved to the file - but there's no reason that it couldn't be... and if it was, then it would be "transparent" data as far as any shape-match or no-poke code was concerned.
...speaking of reasons not to... you have some concern about possible copyright issues, but for a lot of reasons, I have zero concern (relative to this) about that. I just don't see that as a problem at all - there's nothing copyrightable about that info.
So, just to wrap up...
re: Restore Detail
Yeah, restore code is working great - and is much more appropriate than any of the other type of smoothing routines for this application. Again, nice job on that.
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