Hi list, I´ve seen this video a couple of times now (more than 5 years come and 
go with
other "Dorito" posts): https://vimeo.com/14421580
and I follow this setup all good, but when it comes to animation, I translate 
the model
the doritos go wild, shooting themselves in every direction.

I have cloned the head, and it still is a child to the bone head, which in 
turn, is also
child of the neck, spine, etc..children of the COG null model)

I´ve also set equals expression on the StaticKineState from the "constraints" 
to the
"deformers" on all rotation, translation and scaling. (so later on I can also 
scale the
COG Null Model and still adjust themselves to the new scale of the model + 
face).
My workflow on SI 2012 is:

* Model head mesh
*Create a general Null Model for this and child everything under it.

* Rig head bones and envelope to.
* Shape manager -> Create simple smile on original face

* Clone Head mesh / hide original 
* Remove envelope cluster from Clone head. Re-envelop to new null (for weight 
paint)
* Create the null for "constraint" and "offset" child/parent like in video. 
Object to cluster -> select edge of smile
* Paint weights for "offset"
* I select the hidden Mesh Head, and go to shape manager, slide from 0 to 1 to 
test smile plus "constraint".
Works.

I repeat the creation of "constaint" and "offset" for the rest of the mouth, 
and when I translate the head mesh
with the general null model, all constraints on the clone head go wild. What 
extra step should I set up?

Thanks.
David R.

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