Uhm, did you watched my video, stating the problem?
Here I´m moving the Model Null, and yes, I have created a master STR (not on 
the video). When I move that null controller
everything goes even wilder on my scene.
http://youtu.be/PITQLvlg-YA





________________________________
 From: Alan Fregtman <[email protected]>
To: XSI Mailing List <[email protected]> 
Sent: Friday, August 16, 2013 1:23 PM
Subject: Re: Dorito - Kinestate and Model parenting
 


If you follow our video you'll get it working. :) You shouldn't be translating 
your model nulls though. That's asking for trouble. :p

If you wanna move the model and you don't have a control, prod your nearest 
rigger or add a master SRT control yourself to move the thing around... but 
leave the model null alone.




On Fri, Aug 16, 2013 at 2:07 PM, Miquel Campos <[email protected]> wrote:

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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