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with my picture I show you what I want as a result.Always with the Maya blendshape if I apply the shape after deformation point move only in Y axes and don't follows deformation
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To avoid any further confusion I think the matrix you're trying to build is the Vertex' tangent-space matrix.
These are per-vertex as opposed to per object like he local matrix.
So what you'd do is retrieve the "delta" in tangent-space of and re-apply that delta on the other mesh.
Note that a Vertex' position multiplied by its own inverse matrix would always be zero since its tangent-space matrix is based on its own position.
What I think you're trying to do is create Tangent-space blendshapes.
Basically you create the delta by having two meshes and store the delta:
delta = blendshapePt * tangentSpace.inverse()
And then apply that delta to another mesh's point in that vertex' tangent space:
targetPt += delta * targetTangentSpace
Not sure about the order of matrix multiplication here, I always tend to mess it up in Maya when doing it out the top of my head.
Cheers,
Roy
I hesitated a bit in sharing this, as I can’t vouch for it’s accuracy or performance, but young Marcus once attempted something along these lines. I remember also struggling with rotations as well, and detailed variations of the input surface during the transformation. Maybe my former goals can in some way help you reach yours.
It’s (to my own surprise) fairly well documented and logical in the comments of each relevant function.
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