MOPs explode with point deform
Posted: Wed Feb 10, 2021 10:41 am
I was working last week to create an exploding effect on a fairly dense animated mesh. Since MOPs explode recalculates each frame and is pretty expensive, I ended up point deforming a static version of the exploded mesh. It worked pretty well for what I needed, but there were small gaps as the mesh deformed.
It got me thinking where there was a way to clean up those gaps. Some way to store the original point positions and retransfer. I could unpack, but then I'm losing all the benefits of MOPs. Just wondering if there's a way to do it to the packed prims?
Thanks for any ideas.
Geoff
madebygeoff.com
@made.by.geoff
It got me thinking where there was a way to clean up those gaps. Some way to store the original point positions and retransfer. I could unpack, but then I'm losing all the benefits of MOPs. Just wondering if there's a way to do it to the packed prims?
Thanks for any ideas.
Geoff
madebygeoff.com
@made.by.geoff