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. >> >> >> >

