looking for way to make blendshapes with variable points

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Hi,

Is there a way to encapsulate a bgeo sequence (or maybe point clouds exported??) into a ‘consolidated’ or ‘baked’ entity? So normally I would go for splitting out shift chops and applying an expression onto my point instances,- like you would for crowd character offsetting, but … for this time I want to shift timing on hundreds of distant impact hits of pre-developed particle-surface bgeos. So the point counts will vary.

Now, its ok to offset my timings precisely with the bgeos but then I face either some very long expressions to manipulate bgeo frame numberings (that isn't good for testing, interaction, etc.,), or I need to calculate on-the-fly file_input node creation for each instance or copy, which gives me good interaction but huge node networks and precalculate/recook whole thing everytime I make changes.

If I didn't have the varying points of the surface, and I piped it into a single blendshape, this would work perfectly. So, anyone ever wrestled with a similar idea? y'know, getting a sequence of varying bgeos into chops, to break the link to reading $frames off of disk? Kinda non-linear time way, working off a ‘cooked’ node but not like the $F based timeoffset node.

Cheers
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