Yeah, I said it first so I win. Got you this time Fregtman!!! In your 
face!!!!!

On September-26-13 5:20:17 PM, Sergio Mucino wrote:
> 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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>>
>>
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