No.

--------------------------------------------
Eric Thivierge
http://www.ethivierge.com


On Fri, Sep 27, 2013 at 7:57 PM, Ahmidou Lyazidi <[email protected]>wrote:

> 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 <[email protected]>
>
>> 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 <[email protected]>wrote:
>>
>>> Wouldn’t that be evil if he’s allergic to cats?****
>>>
>>> ** **
>>>
>>> Matt****
>>>
>>> ** **
>>>
>>> ** **
>>>
>>> *From:* [email protected] [mailto:
>>> [email protected]] *On Behalf Of *Edy Susanto Lim
>>> *Sent:* Thursday, September 26, 2013 10:36 PM
>>> *To:* [email protected]
>>> *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 <[email protected]>
>>> 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****
>>>
>>> >> <[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
>>> >>
>>> >>     --------------------------
>>> >>     To unsubscribe: mail [email protected]****
>>>
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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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