Are you doing only pos? You should do the full transform... rotation and scaling also.
On Fri, Feb 6, 2015, 9:10 AM David Rivera <activemotionpictu...@yahoo.com> wrote: > @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 the > offset null (parent) into the KineState deformer null (child) I get the > parent´s coordinate (equals sign > on 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 <http://ec.linkedin.com/in/3dcinetv> > Behance <https://www.behance.net/3dcinetv> > VFX Reel <https://vimeo.com/70551635> > > ------------------------------ > *From:* pedro santos <probi...@gmail.com> > *To:* Softimage Mailing List <softimage@listproc.autodesk.com> > *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 <cont...@marioreitbauer.at > > 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 <activemotionpictu...@yahoo.com>: > > Hi I´ve uploaded a video with the problem I have: > DoritoDouble Transforms <http://youtu.be/puhotopjRHg> > > I setup an offset null with point to cluster on the original head, cloned > that head, make that null parent > of the deformer null, so I can weightpaint on the clone whatever influence > I want to sculpt later for posing > the head shapes. > > So the dorito approach offers the convenience for the blendshapes from the > original head, but uses the clone > head 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 zero > positions. 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. > > > [image: image] <http://youtu.be/puhotopjRHg> > > > > > > DoritoDouble Transforms <http://youtu.be/puhotopjRHg> > View on youtu.be <http://youtu.be/puhotopjRHg> > Preview by Yahoo > > > > *David Rivera* > *3D Compositor/Animator* > LinkedIN <http://ec.linkedin.com/in/3dcinetv> > Behance <https://www.behance.net/3dcinetv> > VFX Reel <https://vimeo.com/70551635> > > > > > > -- > ------------------------------ > > *[image: > http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]* > > > *Pedro Alpiarça dos Santos Animator 3DModeler Illustrator >> > http://probiner.x10.mx/ <http://probiner.x10.mx/>* > > > >