Hi Adam, Thanks for the heads up and forwarding this on to your colleague, that’s much appreciated. I did check the Inputs and all was as it should be.
@Raffaele, Adam I’ve uploaded a video of the how the relative offset is not working as expected (I should have thought of that in the first place!) - https://dl.dropboxusercontent.com/u/5781634/Shape_Correction_using_node_Editor/Shape_Correction_using_node_Editor.mp4 . it’s a simple rotation from the lower leg – the duplicate leg mesh on screen right deforms and follows as expected. However once I sculpt any changes on the duplicate, return the original leg to its zeroed pose - then the sculpted change is not maintained relative to the joint. I draw a few red squiggles to outline approx where the offset points should be when we return that original leg to its original position. I hope that’s clear. For the this video I didn’t bother assigning a blend shape corrective as its working as required – I did however test this on earlier experimentation and it still wouldn’t work (for obvious reasons). Anyway – I’m sure I’m missing something stupid – although Raffaele explanation sounds like the root cause. P.S. - @Adam – Yes I have run into Derik a few times, he is taking the MA Digital Effects course – I shared some biscuits with him a few months back, nice chap! Cheers Sofronis (Saf) Efstathiou Postgraduate Framework Leader and BFX Competition & Festival Director Computer Animation Academic Group National Centre for Computer Animation Email: [email protected]<mailto:[email protected]> Tel: +44 (0) 1202 965805 Profile: http://uk.linkedin.com/in/sofronisefstathiou Student Work: http://www.youtube.com/NCCA3DAnimation http://www.youtube.com/NCCADigitalFX http://www.youtube.com/NCCAAnimation [Description: Description: C:\Users\sefstathiou\Pictures\nccalogo.jpg]<http://ncca.bournemouth.ac.uk/> [Description: Description: C:\Users\sefstathiou\Documents\My Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png] <http://www.bfxfestival.com/> [http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg] Awarded for world-class computer animation teaching with wide scientific and creative applications From: [email protected] [mailto:[email protected]] On Behalf Of Adam Sale Sent: 19 April 2015 23:57 To: [email protected] Subject: Re: Pose based deformations/corrections in Maya Saf, I forwarded your mail to the guy who made the video as I work with him here in Vancouver. I will fwd you any correspondence I get back My first thought might be node order. Select your mesh, and RMB on it. Choose Inputs > All Inputs. In the stack, drag your blend shape node below your skin cluster. (MMB) I can't remember if its mmb drag the skin cluster above the blend shape, or vice versa. One of them should do it though. One heads up... If you use NG skin tools, I noticed a weird bug where an NG skin display layer node inserted somehow into the stack prevents re-ordering. If you can find this node in your node editor, delete it, and you are good to go. I have only had this happen once, but thought I would bring it up anyways. PS. one of my colleagues Derik Gokstorp is down your way doing his Masters at NCAA . I imagine you've run into him a few times. Adam On Sun, Apr 19, 2015 at 11:42 AM, Sofronis Efstathiou <[email protected]<mailto:[email protected]>> wrote: Hi, Quick question – has anyone seen this way of creating pose based deformations/corrections in Maya, we are not having much success - https://www.youtube.com/watch?v=t6ab0kKBlHQ When I try to implement this (it’s not that hard – like an input and output between two nodes!), I get a few problems. For example, it appears that this only works correctly if the manipulation of the points is sympathetic to Global transforms. If I try for example to rotate the lower leg backwards, and move some points around the knee and calf to simulate a better pose deformation; when I reset the joints back to zero, the points do not keep their relative offsets correctly. Instead it appears the offsets are global values - not relative. Therefore the points begin to collapse into the mesh. I know there are a few plugins we can use - but thought this may have been a tidier approach. Anyway – if anyone got it to work we would love to know. Cheers Sofronis (Saf) Efstathiou Postgraduate Framework Leader and BFX Competition & Festival Director Computer Animation Academic Group National Centre for Computer Animation Email: [email protected]<mailto:[email protected]> Tel: +44 (0) 1202 965805<tel:%2B44%20%280%29%201202%20965805> Profile: http://uk.linkedin.com/in/sofronisefstathiou Student Work: http://www.youtube.com/NCCA3DAnimation http://www.youtube.com/NCCADigitalFX http://www.youtube.com/NCCAAnimation [Description: Description: C:\Users\sefstathiou\Pictures\nccalogo.jpg]<http://ncca.bournemouth.ac.uk/> [Description: Description: C:\Users\sefstathiou\Documents\My Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png] <http://www.bfxfestival.com/> [http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg] Awarded for world-class computer animation teaching with wide scientific and creative applications BU is a Disability Two Ticks Employer and has signed up to the Mindful Employer charter. 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