marchermitte
New member
Hello there.
I'm struggling with something, I have a character rigged but It needs to have a cable attached to It and following It's position. Because It's deformed, I can't just parent the cable to It and because I often use the MDD to saev and load my deformations (walk cycles etc) I want to constrain the cable (which uses a DP Spline deformer) to a specific vertex of my character.
Now I know how to do this using DPkit point info and use the pos or Wpos of a point to "stick" the first spline controller to the vertex I choose.
NOW the trouble I have is that the point ID number changes depending of the model subdivision level. Well, deciding that level 3 was my render level (sub-D order last), I "save transformed " my model from the layout and open It in the modeler, the sub-d being frozen I should be able to read the info of any selected vertex and know it's ID number, right?
Well, that doesn't work. The ID I get in the modeler doesn't match the ID I'm looking for in the layout.
Other solution, I calculate soft fx for my character and use the edit tool to pick the vertex I'm looking for. But then again, the ID number I get doesn't match when I enter It in the point info. (far from It)
So I'm wondering, other than spending half an hour scrolling the point info node until the spline controller jumps to the right position, is there a way I can get access to the vertex info in the layout or get the right number I'm looking for with some trick?
Not sure If my explanations make sense, let me know and I'll add some screen capture
I'm struggling with something, I have a character rigged but It needs to have a cable attached to It and following It's position. Because It's deformed, I can't just parent the cable to It and because I often use the MDD to saev and load my deformations (walk cycles etc) I want to constrain the cable (which uses a DP Spline deformer) to a specific vertex of my character.
Now I know how to do this using DPkit point info and use the pos or Wpos of a point to "stick" the first spline controller to the vertex I choose.
NOW the trouble I have is that the point ID number changes depending of the model subdivision level. Well, deciding that level 3 was my render level (sub-D order last), I "save transformed " my model from the layout and open It in the modeler, the sub-d being frozen I should be able to read the info of any selected vertex and know it's ID number, right?
Well, that doesn't work. The ID I get in the modeler doesn't match the ID I'm looking for in the layout.
Other solution, I calculate soft fx for my character and use the edit tool to pick the vertex I'm looking for. But then again, the ID number I get doesn't match when I enter It in the point info. (far from It)
So I'm wondering, other than spending half an hour scrolling the point info node until the spline controller jumps to the right position, is there a way I can get access to the vertex info in the layout or get the right number I'm looking for with some trick?
Not sure If my explanations make sense, let me know and I'll add some screen capture
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