This option allows posing meshes with different disconnected elements
using the Pose Brush.
{F8437680}
This is achieved by doing the following:
- Creating an ID per vertex that stores the loose part of that vertex (we can also use this in the future to optimize topology automasking).
- By using those IDs, one fake topology connection is created per vertex to the nearest vertex in a different ID. The maximum distance to create that connection is determined by the "Max Element Distance" property.
These fake connectivity neighbors are used in the Sculpt API functions iterators, so all the algorithms of the Pose Brush can run without modifications as if everything was part of the same mesh.
- When initializing the ID, a main_id is determined (in this case, the one with more vertices, but this can be improved in the future). When using this option, the active vertex is switched temporally to the nearest vertex in this ID, so the Pose Brush can always use the biggest mesh to preview the segments. For example, this way you can pose an entire leg even if the active vertex is in the shoe on a disconnected mesh.