Hello David, (Shameless plug ) Have you check our video about this topic? https://vimeo.com/68359879
Cheers, Miquel ---------------------------------------------------- Miquel Campos www.miquelTD.com 2013/8/16 David Rivera <[email protected]> > 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. > >

