You mean happy saturday right ? ;)

-----------------------------------------------
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/9/28 Eric Thivierge <ethivie...@gmail.com>

> Everyone leave my cat out of this...  but do continue to fear the beard.
> Happy Friday!
>
> --------------------------------------------
> Eric Thivierge
> http://www.ethivierge.com
>
>
> On Fri, Sep 27, 2013 at 1:45 PM, Matt Lind <ml...@carbinestudios.com>wrote:
>
>> Wouldn’t that be evil if he’s allergic to cats?****
>>
>> ** **
>>
>> Matt****
>>
>> ** **
>>
>> ** **
>>
>> *From:* softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Edy Susanto Lim
>> *Sent:* Thursday, September 26, 2013 10:36 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: Dual Quaternion ICE node woes...****
>>
>> ** **
>>
>> Somebody please give Eric and his kitten a kiss already...****
>>
>> ** **
>>
>> On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge <ethivie...@hybride.com>
>> wrote:****
>>
>> 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****
>>
>> >> <sergio.muc...@modusfx.com <mailto:sergio.muc...@modusfx.com>> 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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>>
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>> >>
>> >>
>> >>
>> >>
>> >> --------------------------****
>>
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>>
>> >
>> >
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>>
>>
>> ****
>>
>> ** **
>>
>> --
>> Edy Susanto Lim
>> TD
>> http://sawamura.neorack.com ****
>>
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>>
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