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GeoH Mesh Replace Script
Use this script when you have made changes to the mesh being deformed by a GeoH setup, to be able to preserve your existing painted vertex weighting (which will otherwise be lost). Note that the new mesh does not have to be specially positioned versus the original.
Before starting it, make the GeoH object active (that contains the old mesh), and select the new mesh. Then run the script.
You'll have the option to directly specify a maximum distance value: the distance between a vertex on the new mesh and the mesh surface of the old mesh. Consider replacing a low-resolution sphere with a high-resolution sphere. The vertices of the high-res sphere will not be on facets of the low-res version, which cut corners. The new vertices are projected onto the nearest face, and the weight pulled from that location.
But if part of the new mesh didn't exist at all previously, you don't want the new vertices to match to some other geometry in the prior mesh. So the maximum distance value gives you control. You should make it larger if some vertices are unexpectedly unweighted, or make it smaller if new geometry is picking up weights it shouldn't.
Normally, when the distance is zero, this value is chosen automatically as a percentage of the longest axis of the old mesh. That percentage is set by a preference in the GeoH section. When you drag a mesh onto a GeoH object in the Hierarchy View and select the Replace option, the default distance value is used.
If you set the value here, it is in the coordinate system of the (old) unscaled mesh, ie as if the scaling of the mesh on the 3D panel was 1:1:1.
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