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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