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Hello, <br>
<br>
I am working on a modifier that adds noise (random translation and
rotation) to a mesh. It has 3 modes or 'scope' of noise. <br>
<br>
In SCOPE_VERTEX, each vertex is individually translated by a random
vector, the maximum amplitude being configurable.<br>
<br>
In SCOPE_WHOLEMESH, the mesh is translated and rotated as a whole
without any deformation.<br>
<br>
In SCOPE_LOOSEPARTS, each loose part is translated and rotated
individually. <br>
<br>
I have implemented the first 2 modes easily, using a Deform Modifier
function. <br>
<br>
The loose parts mode is more difficult. Although ultimately all I
aim to do is a deformation, I do need to use the BMesh data to
iterate using <span style=" color:#800080;">BMW_CONNECTED_VERTEX.
I can thus walk through each loose part. But </span>deformVerts
is supposed to just modify the vertices' coordinates given in <span
style=" color:#808000;">float</span><span style=" color:#c0c0c0;">
</span><span style=" color:#000000;">(*</span><span style="
color:#000000;">vertexCos</span><span style=" color:#000000;">)[</span><span
style=" color:#000080;">3</span><span style=" color:#000000;">].<br>
<br>
So my question is: is there a way to somehow relate the
vertexCos to the BMVerts that I'll walk through ? <br>
<br>
Then again, maybe I should give up using a deform modifier, and go
for a Non-deform Modifier, which is more powerful. <br>
<br>
Any expert help welcome. Many thanks. <br>
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