Cage opened this issue on Feb 24, 2010 · 592 posts
Spanki posted Mon, 05 April 2010 at 10:42 AM
Some of the other ideas I was messing with were related to shrink-control, so I have gone back and removed or disabled them for the time-being.
The other major difference between this case and my previous testing is.. V3 has a buttload of tiny polygons (very dense mesh). The denser the mesh, the smaller the tolerance is going to need to be.
Anyway, I need to go back and test some V4 / Antonia density-level meshes again, but for the time-being, try this script out, at the given defaults. Simply run the script twice on your example (the first run seems to miss a few verts on the top of the head (and elsewhere) for some reason, but running it again will catch those.
One thing in particular to note... after running it twice, have a look at the back of the skull, where it meets the neck. Compare that to RD runs (any tolerances, any number of runs). Just for yuks (and perhaps the best restoration), you can also run RD once first, with a 0.1 tolerance, then run RR twice...
There's a few vertices in that morph that are not part of the morph (they were "misses" in the .vmf data?). RD tends to 'move' features around some, but that can help pull out the divets caused by those missed verts.
Oh, there is also a new "Omit Non-Morphed Verts" option (disabled by default)... it's basically the same idea as your "Omit Zeros", but only when selecting morphs from the list on the right panel. If you are setting the morphs in the figure, but not the panel, then you should leave that disabled.
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