Hello, team! I´m facing an odd problem regarding double transforms on the
weights
on my character´s face. Currently I´m using gear and the head bone´s
hierarchy is like this:
-ModelCharName
-Face Mesh (Weighted)
-Main-Gear-hierarchy
- COG
-COG_Head_Ctrls_CatchUP <- This is child of the neck on the
Gear rig. I needed to add more bones to the head on the gear rig, so I
deleted those bones, created my own and made them child to this
"COG_Head_Ctrls_CatchUP" bone. The head which is totally outside of the
entire hierarchy, was weighted to my "head" bone. Once weighted, I sculpted
some shapes
and I needed to mirror them. So I duplicated the head, and GATOR the shapes
by mirroring them and applying it them to my original head.
Froze Gator operator, renamed all mirrored shapes, and have a complete L+R
set of shapes all in the shape manager; works great.
But if I move the Main COG controller on the gear rig, my character´s face
is completely offset having double transforms.
Before mirroring the shapes on the new head for Gator´s function to work,
the weighted face moved and had double transform on certain
points only.
So I don´t know where to check whether I got extra parameters,?, or I
should check something not on it´s own place?
Please help.
Why do I get double transforms on facial weights and how do I solve this?
Here´s a capture of what I got:
http://imgur.com/a/aD5wL
Thanks.
Best regards.
--
Portfolio 2013 <http://be.net/3dcinetv>
Cinema & TV production
Video Reel <https://vimeo.com/3dcinetv/reel2012>
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