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Right now I'm trying to find a way to avoid rebuilding my MNMesh's topology every frame while animating. Everytime I begin in ModifyObject I get a fresh new mesh that has been untouched by anything and then I'm subdiving in my Modifier. Once finished and returns back to my modifier for another pass I have the original mesh un-modified.
What I'd like to do is save a pointer in my modifier to the Face data and the Mapping data. If no topology or my modifiers setting change, I'd like to just reuse those pointers to that data. This will increase performace so the only thing that needs to be updated is my vertex data.
The problem is when my modifier is finished 3ds max cleans up the MNMesh's Face data and Mapping data. The pointer end up pointing to gargbage data.
Is there any way to prevent Face and Map data from being deleted every time my modifier is called?
Thanks for you time.
Solved! Go to Solution.