PolyReduce jumping topology

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Hello! I'm trying to polyreduce an animated mesh as part of an effect I'm working on. The issue I'm having however, is that per-frame of the animation the poly reduce spits out a new similar point/edgeflow which messes up the simulation I'm doing which requires the static edgeflow on the animated mesh.

Any idea how to make the polyreduce do the reduction, and then not change topology again but still maintain the animation?

Thanks!
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The second input of the PolyReduce SOP can be fed in rest geometry designed specifically for this scenario. So pipe in say the first frame of your geometry into the second input (a Time Shift can be used here for this). So the edges to collapse are determined from the second input which isn't animated. It then applies these edge collapses to the animated geometry from the first input.
Edited by edward - March 31, 2017 00:11:47
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Oooo! Thanks! I was trying to use this before but I was implementing it wrong! Really appreciate the help!!!!!
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