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Author Topic: Get Vertex Position (After BlendShapes)  (Read 5985 times)

marcos

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Get Vertex Position (After BlendShapes)
« on: February 24, 2014, 09:13:20 PM »
Hey,

Would it be possible to have an update to, or alternate Get Vertex Position Action.

Right now it doesn't take into account the BlendShapes, it just retrieves the position of the base mesh. Would be great if it could retrieve a specific vertex position after all BlendShapes have been factored in.

Thanks,
Mark

jeanfabre

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Re: Get Vertex Position (After BlendShapes)
« Reply #1 on: February 25, 2014, 07:03:14 AM »
Hi,

 Not really possible, built in Unity  ( for some odd reasons...)

http://answers.unity3d.com/questions/355502/how-can-i-get-current-stateposition-of-vertices-of.html

The solution is to recompute the blending manually... not cool and very expensive I would guess.

http://forum.unity3d.com/threads/14378-Raycast-without-colliders

So use this behavior and see if that gives you a better access? it recomputes the mesh manually so the mesh vertext position is actually changed.

Bye,

 Jean

marcos

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Re: Get Vertex Position (After BlendShapes)
« Reply #2 on: February 25, 2014, 07:33:36 AM »
Hey,

Thanks, Jean.

Back to the drawing board to solve this puzzle, I guess! :)

- Mark

jeanfabre

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Re: Get Vertex Position (After BlendShapes)
« Reply #3 on: February 25, 2014, 10:58:16 AM »
Hi,

the behavior on the link doesn't work?

what are you trying to achieve?

Have you tried MegaFiers? it does blendshapes and It doesn't use skinnedMesh so getVertexPosition should work.

bye,

 Jean

marcos

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Re: Get Vertex Position (After BlendShapes)
« Reply #4 on: February 25, 2014, 07:54:45 PM »
Hey,

Sent you a PM. :)

- Mark

marcos

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Re: Get Vertex Position (After BlendShapes)
« Reply #5 on: March 01, 2014, 02:45:52 AM »
Didn't notice the Megafiers part! (Oops!)

I don't have it to test though, can anyone with Megafiers confirm that you can get vertex positions after BlendShapes/morphing?

- Mark

jeanfabre

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Re: Get Vertex Position (After BlendShapes)
« Reply #6 on: March 04, 2014, 07:37:15 AM »
Hi,

 it's also using a skinnedmesh, so I don't think you can. but the data is here within megfiers framework.

 Can you get back to me toward the end of the week, I'll see if I can do a custom action for this.

bye,

 Jean