Mathieu Leclaire


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Recent Forum Posts

For Each on 2 objects Jan. 5, 2018, 11:45 a.m.

That's great. Thank you. It's what I was looking for.

For Each on 2 objects Jan. 4, 2018, 11:05 a.m.

They are deforming. I just simplified the example.

I also believe the for each loop is unavoidable, but what I'm wondering is if there's a better way to loop through 2 or more objects by name without having to group and merge before entering the loop and splitting each piece up inside the loop. That's the part that feels wrong to me. It feels like I'm taking up extra processing power and extra memory to do this. I'm wondering if there's not a way to simply loop through the first object and inside that loop, call the second (and/or more) object(s) and tell it to isolate the piece that's matching the first object's name inside the loop… but maybe that's not possible? I don't know. That's why I'm asking.

For Each on 2 objects Jan. 3, 2018, 2:39 p.m.

Yes, this works… but now I face a different situation where this approach does not work. I'm trying to pointdeform piece by piece while I have overlapping pieces :

This is the hi res mesh…

Whose name attribute match the lo res animation…

But if I simply do a pointdeform of the whole thing…

I'll get some stretching because of the overlapping pieces at their rest state…

So I need to use a for each loop to pointdeform the mesh piece by piece…

And that gives me a proper deformation…

But I'm not sure the group/merge/blast workflow is the optimal way of doing this. I feel like I'm taking up a lot of extra memory when all I need is to reference to the matching piece of the second geometry inside the loop. This is a simple example with just 2 meshes, but I have hundreds, maybe even thousands of pieces to process in my set-up and I'm trying to figure out the most optimal way of doing something like this.