Hi all, I am working on a shader node which has a function to convert mesh compression to visible color, I met a problem during get the rest position of each vertex during deformation, for example, if I want to get the deformation info for a single triangle on a head-like polymesh, I need to have the current shape and the origianl shape (shape means three vertices positons) for this triangle, but through shader input, I can easily get the current world positon of each vertex, but I have no idea about getting the vertex position without deform or saying the original positon of this vertex, so thank you for your kind reply!
PS : I use C++ API and Maya 2017