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.
>
>

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