Imagine I have a character to which I keep changing the shape and giving attributes to components. Say at the end of iteration 8 I look at it and find I had the model proportions of an area better better at iteration 6. What's the best way to deform the current character's mesh to a previous iteration so I don't lose all the attributes I build up to iteration 8? Mesh topology and pose will probably be different. I just want to pickup a shape or even blend between them, but shape keys seem to get broken after some editing.
Cheers
Deform to pickup a previous version of the mesh shape
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probiner
- Posts: 127
- Joined: 17 Apr 2013, 09:52