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.

