Hi, I’ve been working on an automated pipeline that incorporates wrap3. As a part of that pipeline I wanted a way to transfer coordinate systems on a uv map to barycentric coordinates on my model to use for wrap3 wrapping (point select).
I think I understand barycentric coordinates, from what I can tell, it takes the position of one vertex “a”, and then uses the other two vertices of the triangle as vectors, takes a fraction “b” of one of those vectors, applies it, then takes a fraction of the the other vector “c” to determine location “p”.
So the files it uses first show the face number, then the fraction it takes from the first vector, and then the fraction it takes from the second vector.
However, I can’t seem to figure out how wrap3 determines which vertex to use as an “origin” and which ones to use as 2d and 3d.
Is there something wrong with my reasoning?