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>
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>>
>>
>>
>> --
>>
>>
>>
>> *------------------------------[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/>*
>>
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>
>
>
> --
> Mirko Jankovic
> *http://www.cgfolio.com/mirko-jankovic
> <http://www.cgfolio.com/mirko-jankovic>*
>
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