@Pedro Santos, yes the point to clusters are clustered using the original head
with the blendshapes.
What do you mean with "KineState Reset Nulls"? Do you mean Freezing
trasnformations on them?If so, yes I do freeze transforms on them. Also : When
I drag and drop the global.pos divots from theoffset null (parent) into the
KineState deformer null (child) I get the parent´s coordinate (equals signon
the divot). So KineState nulls inherit the parent´s coordinates from the point
to cluster...
What else should I check? David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
From: pedro santos <[email protected]>
To: Softimage Mailing List <[email protected]>
Sent: Thursday, February 5, 2015 10:06 PM
Subject: Re: Dorito´s double transformation when parented onto the Head Bone.
Just to check:
KineState Reset nulls > Cluster Constrained to vertices of the Blendshape face
and not the copy?
Cheers
On Fri, Feb 6, 2015 at 2:47 AM, Mario Reitbauer <[email protected]>
wrote:
You need to set the static kine state to the transforms of the parent null so
your actual deforming null doesn't use those transforms for the weight
calculation.Just drag and drop the kinematics of the parent null to the static
kine state of the deformer.
I think thats how it was working. Otherwise theres also a video out in the web
which explains it in detail.
2015-02-06 3:22 GMT+01:00 David Rivera <[email protected]>:
Hi I´ve uploaded a video with the problem I have:DoritoDouble Transforms
I setup an offset null with point to cluster on the original head, cloned that
head, make that null parentof the deformer null, so I can weightpaint on the
clone whatever influence I want to sculpt later for posingthe head shapes.
So the dorito approach offers the convenience for the blendshapes from the
original head, but uses the clonehead to ride over the top of those shapes with
additional deformers (all good until that part)
But I don´t know where I am missing it.When I do object to cluster on the
original head, I get my offset null (parent of the deformer null) in non
zeropositions. So no matter what I do my values are always passed down as non
zero (freeze all transforms, doesn´t work).
So if anyone could please, please help me out on this one...I´m going nuts....
what´s to do to avoid those double transformations?(I also thought about the
order of operators, but I can´t get anywhere, the result still gives me double
transformation).
Thanks.
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| DoritoDouble Transforms |
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| View on youtu.be | Preview by Yahoo |
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David Rivera
3D Compositor/Animator
LinkedIN
Behance
VFX Reel
--
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| Pedro Alpiarça dos Santos
Animator 3DModeler Illustrator
>> http://probiner.x10.mx/ |