I find sometimes meshDeform doesn't works as we expected.
In the case a model is cloned from another cast member using
cloneModelFromCastmember(), the model can't be deformed correctly.
The code attached shows it. Member(1) is a member of imported w3d
file. It is exported by a 3dsmax. Member(3).model is a plane.
The output resualt of the code is:
It tell us that the deformed source model have 4 vertices and
the cloned one have no vertex. Is that true?
There is another problem of mesh deform in the project I am
When I deform a model of plane, I use pModel.meshDeform.mesh
.vertexList.count to get the number of vertices. It always got
0. But if I put a breakpoint before the line and step down using
"step script (F10)", It can get correct number. How can I get
correct number without a breakpoint.
I hope someone can give me help.
Please help me.
The models are imported from Cinema 4D and cloned with
The vertexlist.count works fine with models that have a
higher vertex count, but models that have a low number, in my case
44, put a vertexlist.count of 0.