hi Pierre,
not so easy to find the problem but , in the scematic-view on the right side are 7elements under a null, is that you character-geo? if so why is the Head not also there?
What is different(shape parent rigged?) between the teeth and the head geo,
what happens when you offset the actor-hierachy and then mute the envelope-operator of (the head) or the shape-operator will they jump back to the original rest-position?
Sorry need More Info
Walter
Pierre Schiller <[email protected]> hat am 10. Juli 2016 um 06:35 geschrieben: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.
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