Thanks Alan! I did following Eric's instructions, and it worked like a
charm. Thanks again! Day saved... :-)
*Sergio Mucino*
Lead Rigger
Modus FX
On 26/09/2013 4:11 PM, Alan Fregtman wrote:
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] <mailto:[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
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