Oh, man! You saved my life! Worked like a charm... thanks a bunch! I can
go back to my regular programing of... weight painting :-) .
This group rocks. Period.
*Sergio Mucino*
Lead Rigger
Modus FX
On 26/09/2013 4:04 PM, Eric Thivierge wrote:
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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