@unknownuser said:
You're welcome Dave!
What's a dope slap though?
Also, I have been experimenting more with this script. I had an idea to position the cloned Construction Points along a series of curved Edges that you usually see used on Soap Skin Bubble examples, but I haven't been successful. I am trying to see (and would like Chris to shed some light on this) if the Construction Points have coordinates assigned to them. What I mean is that if I clone the Construction Points from the top and use them in the bottom will this distort the FFD? Should I therefor use the top ones? Well I tested this and it does seem so that there are coordinates assigned to them because by running two tests, one with using the Construction Points from above and the other test by using the bottom ones, and the result were different. The second test is what you see below, which brings me to another point - it is interesting to see what kind of curvy geometry you can create with this script, cloning Construction Points and positioning them. I hope I can find a way to understand how to exactly control them so it becomes easy to make any kind of curved geometry I had hoped to create in the first place.
As it is currently written it creates the construction points at fixed points and then weights the model based on that initial position. I am actually surprised that coping the construction points works at all. ![:smile: π](https://community.sketchucation.com/assets/plugins/nodebb-plugin-emoji/emoji/android/1f604.png?v=ortm2mm07uk)
I think what you are asking for is: Take this mesh and start FFD with this group of arbitrary positioned control points. That should be possible and probably not to difficult.
But you would have to be careful. When you start a FFD it creates a table of weights for each construction point with 3 floats per vertex in the group to deform.
So if you have a mesh with 1000 verts and a 3x3 set of control points:
3x3x3=27 control points
2710003=81,000 floats
When you update it loops through each vertex and calculates how much to move it based on the weighted changes in the control point. So the more control points you have the slower it is.
In your picture it looks like you have 9x9x3 control points. That comes to 729,000 floats. It would be really really slow to deform.
Chris