hey sergio,
sorry for the late answer, but in europe it was evening already.
well after 4 days of softimage doing rigging is a hard one. I would have
been more specific if I had known that.
the double transform should have nothing to do with the work around I
told you. It is a "static map" that has no relation to moving objects,
if you froze the tree that generated the map.
on the other hand it's a bit suspicious that only the nose points double
transform.
If the 2nd head is weighted to the rig too, this might cause the
problem, but then the whole head should double transform. It's hard to
tell without seeing your setup.
you do know that you can move a ice tree back down in the modeling stack
if you take the modeling stack and drag it above the ice tree that is in
the shape modeling stack.
I don' t know why it is like this, but thats how you get it back down.
hope you find th issue.
christian
On 19.09.2013 23:15, Sergio Mucino wrote:
Okay. I discovered another funky issue. The nose points are
double-transforming. I'll have to check why they are doing this.
*Sergio Mucino*
Lead Rigger
Modus FX
On 19/09/2013 5:10 PM, Sergio Mucino wrote:
SOLVED!
There was a 'broken' reference in a different ICE Tree on another
object (I have no idea how it broke. I'll double check before calling
it a day).
But this solution works. Thanks a lot Christian!
*Sergio Mucino*
Lead Rigger
Modus FX
On 19/09/2013 4:28 PM, Sergio Mucino wrote:
Okay, I think I misunderstood what you suggested. I was referring to
Point Clusters, whereas you mentioned Shape Cluster. I will look
into that right now.
*Sergio Mucino*
Lead Rigger
Modus FX
On 19/09/2013 4:18 PM, Sergio Mucino wrote:
Thanks Christian. Couple of questions...
1. Which property in a cluster can I save vector data onto? I can't
seem to find any. I also looked at adding my own custom parameter,
but there seems to be no support for vector data types. Am I
missing something? (Forgive me, this is my 4th day using SI) (And
it seems that Set Data doesn't like Clusters in general... I can't
get it to select anything).
2. Freezing the stack... I'm not sure about the implications of this.
AFAIK, freezing the stack will delete all deformations happening in
it, right? This particular model uses two ICE trees at different
parts in the stack. Under the Modeling section, I have an ICE Tree
that just gets and sets point position data. I use it to reference
into the model some shape changes that come from revisions. It's
basically a simple Shape 'morpher'. That way, if another revision
comes in, I'll just reference it, and my head updates.
The second ICE tree is the one than I'm trying to build, which is
under the Animation section. I'm not sure how I'd go about freezing
the stack and keeping these trees alive. Can you elaborate if you
have some time about what you meant?
Thanks again!
*Sergio Mucino*
Lead Rigger
Modus FX
On 19/09/2013 3:54 PM, Christian Freisleder wrote:
hey,
you could save a offset map in a shape cluster property.
you subtract the point pos of both heads and save the value in
that cluster.
then you freeze the stack and and add the value of that property
to the point positions of the other head.
freezing the modeling stack is enough.
hope that gets you going.
christian
On 19.09.2013 21:30, Sergio Mucino wrote:
Okay. I'm trying to figure out how I'd need to go about getting
this to work.
I have a character with two different models for its head. One
has a nose, one doesn't. At one point, the animators will need to
switch to one or the other, so both models are needed.
The head with the nose (lets call it HeadNose) is already rigged
and deforming. The rig and the deformations stack is rather
complex, with this head making references to another head model
via an ICE tree, plus an Envelope that references other objects.
My entire point with this, is that I cannot just transfer the
deformations from one model to another via GATOR, since I cannot
get the deformations from just one place.
So, my idea was to create an ICE tree on the head without nose
(lets call it HeadNoseless), and make it reference the points on
HeadNose to use the same positions. This effectively 'snaps' the
verts on this head to the other one. Both models are exactly the
same topology (the nose was removed by sculpting it flat,
basically), so in essence, this works.
The problem, of course, is that by doing this, the nose comes
back, since the points for it that were flattened are
repositioned to match the existing nose. To avoid this, I thought
of using a Linear Interpolation between both heads, using a
Weight Map I painted just on the nose area to determine which
points will move based on whom (I of course used the HeadNoseless
PointPos attribute as the source of the second position for the
points). This worked, leaving the nose flattened, but it creates
the problem that HeadNoseless follows the deformations of
HeadNose correctly, except in the nose area (since it was painted
out), leaving the flattened nose floating in space.
So, I decided that what I need to do is to keep the nose
flattened like this, but get it to read the positions of its
matching points on HeadNose, and move the same amount but keeping
the existing delta between them. That way, I could get to keep
the nose's current flattened shape, but it'd move matching the
movements of the HeadNose object.
And that's where I'm stuck. I've tried to implement this in
different ways, but I can't seem to be able to get the proper
nodes and operations to get this to work. I know I need to add
movement to the existing point positions, but it has to be
relative to these positions.
If anyone has any pointers around how to achieve this, I'm all ears.
Thanks!
--
*Sergio Mucino*
Lead Rigger
Modus FX
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