Hi all, I'm wondering if it's possible to deform a polymesh inside an arnold standin by influencing it's vlist via an operator in Maya. Eg...
I export a standin of a single square polygon, imaginatively (and humorously) called 'square.ass'. I create an aistandin node and reference my new file. Add light, hit render and there's my square.
Now I add an operator, specify squareShape as the selection and under assignment add visibility=0. Hey presto, when I render my square I can toggle this value and my square appears and disappears.
Presumably I can do the same with the vlist property, overiding it to move the points of my square around. But I can't get this to work.
Ultimately I was wondering is you could use this method to drive a standin with vertex location data extracted from an alembic file. But I can't seem to get over the initial hurdle of deforming in any way.
Any thoughts or comments appreciated.
After shape nodes are initialized, Arnold removes the original geometry specification (because there's an optimized internal representation). vlist is probably not around anymore by the time the operators are initialized