To a layman that behavior seems consistent with how mcjWarp deals with dynamic clothing in DS3. For instance you can’t use D-forms on dynamic clothing the same way you can for regular conforming items but instead you have to place them on a zeroed figure and adjust the d-former in relation to that (which I think corresponds to how they work with Genesis?). McjWarp on the other hand works perfectly well with posed dynamic items which makes it so very useful with them. Good to see it getting updated for DS4.5.
Just as a thought, how complicated would you think it would be to include a smoothing option (like a smooth brush in Blender and others) in mcjWarp? I could’ve used something like that sooo many times.
Anyways, thanks again for keeping at it. Your stuff is making such a big difference on the usability of DS and is much appreciated!
i agree smoothing would be useful, maybe i’ll work on that later
the thing is, i will need to build a proximity map, so that a vertex position is influenced by the nearest neighbors
( i coded this once to be able to select strings of vertices , to generate the hems on the mcjA3Leo3i )
the plan for now it to make more tests to see if all of mcjWarp’s functions still work in the DS4.5 version
then complete mcjLattice
then make the 3d-painting plugin or add it to mcjWarp .... very tempting to jump to that project