Hello again, You must rebuild the deformer group every time you add/remove deformers to a envelope used by the DualQuaternion Envelope compound.
1. Rightclick the deformer group, "Select Members". 2. Rightclick again, "Remove from Group". 3. Select enveloped mesh whose deformers changed. 4. In the menu Envelope->"Select Deformer from Envelope" (it's kinda lying, it selects more than one.) 5. Rightclick the group, "Add to group". Deleting the group and making it again from the selected deformers (via "Select Deformer from Envelope") works too. That should fix it. Cheers, -- Alan On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino <[email protected]>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 > > -------------------------- > To unsubscribe: mail [email protected] with subject > "unsubscribe" and reply to the confirmation email. >
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