I would think that it is more hierarcy issue.
How I usaualy set up this is that I have one Null as root for facial
controls, I parrent all controls to that one ie they are under that
mainfacecontrols null and then constrain that null to neck of the gear rig.
 So it would be something like this:

Null_FaceControls
I-controls1
I-controls....


And then pose constrain that main Null to neck deformer of the gear but
leave it out of ghear hierarchy
Let me get screenshot easier then this ascii drawing :)

[image: Inline image 1]
ᐧ

On Sun, Jul 10, 2016 at 12:22 PM, pedro santos <[email protected]> wrote:

> Hey Pierre
> Sorry to hear this. I have had double transformations before but usually
> it's because I apply envelope deformation in ICE and forget to turn off the
> Envelope Operator.
>
> The usual way to go about issues is:
> - Start shutting down operators so you can find where the bad influence or
> combination comes from.
>
> - If you think everything you've done makes sense and should be working,
> check the order of operations and switch them around. This is very brute
> forc'ish, but given order of operations at times is so important it can be
> the difference between pulling hair with something you know that reasonably
> it should be working and have something actually working. The risk is that
> you get it working apparently by switching something that is correct and
> not what is wrong :P
>
> - Redo with a proxy so you can check steps individually or if I their
> chaining makes sense.
>
>
> If it gets too puzzling you can always decimate the mesh and freeze and
> share the model for inspection.
>
> Good Luck
>
>
>
> On Sun, Jul 10, 2016 at 9:52 AM, - - <[email protected]> wrote:
>
>> 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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>
> --
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>
>
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