I've been asking for this feature for so long lol. But I don't know if it'll work for me, and would like your opinion on this: I have a need to use object normal maps for my rigged model, but rigged model's normals do not respond to light when deforming. I have multiple reasons why I need it this way, but sadly cannot replicate this method I did in Maya years ago. It's basical having a duplicate with no deformations follow the vertex by vertex position of the original model. That way it can deform and do whatever the original model is doing, even moving the mouth [an issue I had in maya, whithc stretches to teeth when they separate -- especially daz imported models] because the vertex of the teeth are practically touching [so in maya I had their teeth separated when snapping the vertex -- but permanently, something geometry nodes could do, but I never found out how to set it up]. Because the model isn't deforming as the duplicate, you can delete all of it's vertex data, shapekeys, etc. If you could please tell me how I would go about this, and will using your setup work? This would save my lost years joining blender trying to figure this out... My bad for being dumb on geonodes. I tried understanding it, but I always get hit by a wall of analysis by paralysis when learning them. -__-
Would this work to deform a high poly version of the character using the low poly as the rest position?
I've been asking for this feature for so long lol. But I don't know if it'll work for me, and would like your opinion on this: I have a need to use object normal maps for my rigged model, but rigged model's normals do not respond to light when deforming. I have multiple reasons why I need it this way, but sadly cannot replicate this method I did in Maya years ago. It's basical having a duplicate with no deformations follow the vertex by vertex position of the original model. That way it can deform and do whatever the original model is doing, even moving the mouth [an issue I had in maya, whithc stretches to teeth when they separate -- especially daz imported models] because the vertex of the teeth are practically touching [so in maya I had their teeth separated when snapping the vertex -- but permanently, something geometry nodes could do, but I never found out how to set it up]. Because the model isn't deforming as the duplicate, you can delete all of it's vertex data, shapekeys, etc. If you could please tell me how I would go about this, and will using your setup work? This would save my lost years joining blender trying to figure this out...
My bad for being dumb on geonodes. I tried understanding it, but I always get hit by a wall of analysis by paralysis when learning them. -__-
i need file project :(