Thank you all, Mirko, Pedro, Walter for taking your time and -guesses- to reply this mail. My own fault to not have described more accurately on my hierarchy by the explorer.
Well, it happened -somehow- that when I mirrored the shapes by duplicating the face and flipping them / gator them on the original face mesh I got another "weight operator". So I deleted the lastly and then all facial controls plus the geo placed itself where it was supposed to be (bone head). Mirko, thank you for your advice, that´s how I set it up, under a null that´s constrained to the head. Thank you guys, also for pointing out methods to clear out doubts when setting up a correct pipe on the operators. Thank you very much!! I hope to share an animation of my character, soon. Cheers. On Sun, Jul 10, 2016 at 5:39 AM, Mirko Jankovic <[email protected]> wrote: > 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. >>> >>> >>> -- >>> Portfolio 2013 <http://be.net/3dcinetv> >>> Cinema & TV production >>> Video Reel <https://vimeo.com/3dcinetv/reel2012> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to [email protected] >>> with "unsubscribe" in the subject, and reply to confirm. >>> >>> >>> ------ >>> Softimage Mailing List. >>> To unsubscribe, send a mail to [email protected] >>> with "unsubscribe" in the subject, and reply to confirm. >>> >> >> >> >> -- >> >> >> >> *------------------------------[image: >> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro >> Alpiarça dos Santos >> http://probiner.xyz/ <http://probiner.xyz/> >> <http://probiner.x10.mx/>* >> >> ------ >> Softimage Mailing List. >> To unsubscribe, send a mail to [email protected] >> with "unsubscribe" in the subject, and reply to confirm. >> > > > > -- > Mirko Jankovic > *http://www.cgfolio.com/mirko-jankovic > <http://www.cgfolio.com/mirko-jankovic>* > > Need to find freelancers fast? > www.cgfolio.com > > Need some help with rendering an Redshift project? > http://www.gpuoven.com/ > > ------ > Softimage Mailing List. > To unsubscribe, send a mail to [email protected] > with "unsubscribe" in the subject, and reply to confirm. > -- Portfolio 2013 <http://be.net/3dcinetv> Cinema & TV production Video Reel <https://vimeo.com/3dcinetv/reel2012>
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