If you add deformers to the envelope after you have already created the 
group which the Dual Quat node is reading in, you'll have to recreate 
the group. It depends on the order of the deformers to work correctly. 
This may or may not be your issue.

To recreate the group:
1. Select mesh
2. Animate > Envelope > Select Deformer From Envelope
3. With those selected create a new group
4. Delete Old Group
5. Rename new group to what the old group was named.

See if it works. Hopefully it does.

On September-26-13 3:50:36 PM, Sergio Mucino wrote:
> I'm seeing something quite strange with this node here, and I have no
> idea why it is happening.
> I've got this mesh that had already been rigged. It has a lot of stuff
> going on, but most of it I can ignore (I have already tested it
> doesn't relate to my problem). There is an Envelope Operator (muted...
> more on this later) that is used to deform the mesh. On top of it,
> there's an ICE Tree. This tree has a Dual Quat node that blends
> between linear and DQ deformations. The Envelope Cluster Property is
> set to reference the Envelope Weights cluster that already exists on
> the mesh. There is a referenced Deformer Group, which references the
> objects deforming the mesh. Everything pretty standard.
> The problem is that Animation has requested to have some more controls
> on a certain part of the mesh to deform it. I've created the rig, and
> I'm ready to include the deformers in the Envelope so they can deform
> the mesh. I made sure to include them in the group referenced by the
> Deformer Group in the ICE DQ node. I added them to the Envelope with
> Automatic Reassign set to off (so I would not disturb the existing
> deformations, and just paint my new influences manually), and when I
> start painting an area of the mesh to have it be affected by one of my
> new deformer, the weighted verts move back to [0,0,0]!
> I've disconnected and reconnected this DQ node and saw that it is the
> one causing the problem. I have no idea why it is sending the verts
> down to the origin even if the deformer has not been moved yet. As a
> matter of fact, moving the deformer makes no difference. If I unmute
> the Envelope operator, I can see the verts move a bit with the
> deformer, but they're still at the origin. I guess the operator was
> muted because the deformations coming from it are not needed, only the
> weights stored in the weight map and referenced by the DQ node.
> Anyone has any clues as to why my vert weights are being 'rejected'
> (or whatever this is) by the DQ node, and how to get it to 'refresh'
> or accept them somehow? I would hate to have to rig this on a separate
> copy of the mesh and blend the point movements onto this one, but if
> that's what it takes to get this going, I'll have to.
> Thanks for any help!
> --
> *Sergio Mucino*
> Lead Rigger
> Modus FX
>
>
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