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/>*
>
>
>
>

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