Re: Dual Quaternion ICE node woes...
Not possible since cat is out of bag now ... , I mean the beard. Sorry but couldn't resist! And happy friday to you too (talking from inside my time-machine) Alok On 2013-09-27, at 7:49 PM, Eric Thivierge ethivie...@gmail.com wrote: Everyone leave my cat out of this... but do continue to fear the beard. Happy Friday -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Dual Quaternion ICE node woes...
I wouldn't suggest kissing Eric... his adorable kitten could be hiding in his beard. You've be warned. :p On Fri, Sep 27, 2013 at 1:36 AM, Edy Susanto Lim edysusant...@gmail.comwrote: Somebody please give Eric and his kitten a kiss already... On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge ethivie...@hybride.comwrote: Yeah, I said it first so I win. Got you this time Fregtman!!! In your face! On September-26-13 5:20:17 PM, Sergio Mucino wrote: Thanks Alan! I did following Eric's instructions, and it worked like a charm. Thanks again! Day saved... :-) *Sergio Mucino* Lead Rigger Modus FX On 26/09/2013 4:11 PM, Alan Fregtman wrote: Hello again, You must rebuild the deformer group every time you add/remove deformers to a envelope used by the DualQuaternion Envelope compound. 1. Rightclick the deformer group, Select Members. 2. Rightclick again, Remove from Group. 3. Select enveloped mesh whose deformers changed. 4. In the menu Envelope-Select Deformer from Envelope (it's kinda lying, it selects more than one.) 5. Rightclick the group, Add to group. Deleting the group and making it again from the selected deformers (via Select Deformer from Envelope) works too. That should fix it. Cheers, -- Alan On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote: I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com mailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mailsoftimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- Edy Susanto Lim TD http://sawamura.neorack.com -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
RE: Dual Quaternion ICE node woes...
Wouldn't that be evil if he's allergic to cats? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Edy Susanto Lim Sent: Thursday, September 26, 2013 10:36 PM To: softimage@listproc.autodesk.com Subject: Re: Dual Quaternion ICE node woes... Somebody please give Eric and his kitten a kiss already... On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge ethivie...@hybride.commailto:ethivie...@hybride.com wrote: Yeah, I said it first so I win. Got you this time Fregtman!!! In your face! On September-26-13 5:20:17 PM, Sergio Mucino wrote: Thanks Alan! I did following Eric's instructions, and it worked like a charm. Thanks again! Day saved... :-) *Sergio Mucino* Lead Rigger Modus FX On 26/09/2013 4:11 PM, Alan Fregtman wrote: Hello again, You must rebuild the deformer group every time you add/remove deformers to a envelope used by the DualQuaternion Envelope compound. 1. Rightclick the deformer group, Select Members. 2. Rightclick again, Remove from Group. 3. Select enveloped mesh whose deformers changed. 4. In the menu Envelope-Select Deformer from Envelope (it's kinda lying, it selects more than one.) 5. Rightclick the group, Add to group. Deleting the group and making it again from the selected deformers (via Select Deformer from Envelope) works too. That should fix it. Cheers, -- Alan On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.commailto:sergio.muc...@modusfx.com wrote: I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.commailto:softimage-requ...@listproc.autodesk.com mailto:softimage-requ...@listproc.autodesk.commailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mailsoftimage-requ...@listproc.autodesk.commailto:mailsoftimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.commailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.commailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- Edy Susanto Lim TD
Re: Dual Quaternion ICE node woes...
Everyone leave my cat out of this... but do continue to fear the beard. Happy Friday! Eric Thivierge http://www.ethivierge.com On Fri, Sep 27, 2013 at 1:45 PM, Matt Lind ml...@carbinestudios.com wrote: Wouldn’t that be evil if he’s allergic to cats? ** ** Matt ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Edy Susanto Lim *Sent:* Thursday, September 26, 2013 10:36 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Dual Quaternion ICE node woes... ** ** Somebody please give Eric and his kitten a kiss already... ** ** On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge ethivie...@hybride.com wrote: Yeah, I said it first so I win. Got you this time Fregtman!!! In your face! On September-26-13 5:20:17 PM, Sergio Mucino wrote: Thanks Alan! I did following Eric's instructions, and it worked like a charm. Thanks again! Day saved... :-) *Sergio Mucino* Lead Rigger Modus FX On 26/09/2013 4:11 PM, Alan Fregtman wrote: Hello again, You must rebuild the deformer group every time you add/remove deformers to a envelope used by the DualQuaternion Envelope compound. 1. Rightclick the deformer group, Select Members. 2. Rightclick again, Remove from Group. 3. Select enveloped mesh whose deformers changed. 4. In the menu Envelope-Select Deformer from Envelope (it's kinda lying, it selects more than one.) 5. Rightclick the group, Add to group. Deleting the group and making it again from the selected deformers (via Select Deformer from Envelope) works too. That should fix it. Cheers, -- Alan On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote: I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com mailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mailsoftimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe
Re: Dual Quaternion ICE node woes...
You mean happy saturday right ? ;) --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2013/9/28 Eric Thivierge ethivie...@gmail.com Everyone leave my cat out of this... but do continue to fear the beard. Happy Friday! Eric Thivierge http://www.ethivierge.com On Fri, Sep 27, 2013 at 1:45 PM, Matt Lind ml...@carbinestudios.comwrote: Wouldn’t that be evil if he’s allergic to cats? ** ** Matt ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Edy Susanto Lim *Sent:* Thursday, September 26, 2013 10:36 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Dual Quaternion ICE node woes... ** ** Somebody please give Eric and his kitten a kiss already... ** ** On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge ethivie...@hybride.com wrote: Yeah, I said it first so I win. Got you this time Fregtman!!! In your face! On September-26-13 5:20:17 PM, Sergio Mucino wrote: Thanks Alan! I did following Eric's instructions, and it worked like a charm. Thanks again! Day saved... :-) *Sergio Mucino* Lead Rigger Modus FX On 26/09/2013 4:11 PM, Alan Fregtman wrote: Hello again, You must rebuild the deformer group every time you add/remove deformers to a envelope used by the DualQuaternion Envelope compound. 1. Rightclick the deformer group, Select Members. 2. Rightclick again, Remove from Group. 3. Select enveloped mesh whose deformers changed. 4. In the menu Envelope-Select Deformer from Envelope (it's kinda lying, it selects more than one.) 5. Rightclick the group, Add to group. Deleting the group and making it again from the selected deformers (via Select Deformer from Envelope) works too. That should fix it. Cheers, -- Alan On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote: I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com mailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mailsoftimage-requ...@listproc.autodesk.com with subject unsubscribe
Re: Dual Quaternion ICE node woes...
No. Eric Thivierge http://www.ethivierge.com On Fri, Sep 27, 2013 at 7:57 PM, Ahmidou Lyazidi ahmidou@gmail.comwrote: You mean happy saturday right ? ;) --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos http://www.cappuccino-films.com 2013/9/28 Eric Thivierge ethivie...@gmail.com Everyone leave my cat out of this... but do continue to fear the beard. Happy Friday! Eric Thivierge http://www.ethivierge.com On Fri, Sep 27, 2013 at 1:45 PM, Matt Lind ml...@carbinestudios.comwrote: Wouldn’t that be evil if he’s allergic to cats? ** ** Matt ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Edy Susanto Lim *Sent:* Thursday, September 26, 2013 10:36 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: Dual Quaternion ICE node woes... ** ** Somebody please give Eric and his kitten a kiss already... ** ** On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge ethivie...@hybride.com wrote: Yeah, I said it first so I win. Got you this time Fregtman!!! In your face! On September-26-13 5:20:17 PM, Sergio Mucino wrote: Thanks Alan! I did following Eric's instructions, and it worked like a charm. Thanks again! Day saved... :-) *Sergio Mucino* Lead Rigger Modus FX On 26/09/2013 4:11 PM, Alan Fregtman wrote: Hello again, You must rebuild the deformer group every time you add/remove deformers to a envelope used by the DualQuaternion Envelope compound. 1. Rightclick the deformer group, Select Members. 2. Rightclick again, Remove from Group. 3. Select enveloped mesh whose deformers changed. 4. In the menu Envelope-Select Deformer from Envelope (it's kinda lying, it selects more than one.) 5. Rightclick the group, Add to group. Deleting the group and making it again from the selected deformers (via Select Deformer from Envelope) works too. That should fix it. Cheers, -- Alan On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote: I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com mailto:softimage-requ...@listproc.autodesk.com with subject
Dual Quaternion ICE node woes...
I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Dual Quaternion ICE node woes...
If you add deformers to the envelope after you have already created the group which the Dual Quat node is reading in, you'll have to recreate the group. It depends on the order of the deformers to work correctly. This may or may not be your issue. To recreate the group: 1. Select mesh 2. Animate Envelope Select Deformer From Envelope 3. With those selected create a new group 4. Delete Old Group 5. Rename new group to what the old group was named. See if it works. Hopefully it does. On September-26-13 3:50:36 PM, Sergio Mucino wrote: I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Dual Quaternion ICE node woes...
Hello again, You must rebuild the deformer group every time you add/remove deformers to a envelope used by the DualQuaternion Envelope compound. 1. Rightclick the deformer group, Select Members. 2. Rightclick again, Remove from Group. 3. Select enveloped mesh whose deformers changed. 4. In the menu Envelope-Select Deformer from Envelope (it's kinda lying, it selects more than one.) 5. Rightclick the group, Add to group. Deleting the group and making it again from the selected deformers (via Select Deformer from Envelope) works too. That should fix it. Cheers, -- Alan On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino sergio.muc...@modusfx.comwrote: I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Dual Quaternion ICE node woes...
Oh, man! You saved my life! Worked like a charm... thanks a bunch! I can go back to my regular programing of... weight painting :-) . This group rocks. Period. *Sergio Mucino* Lead Rigger Modus FX On 26/09/2013 4:04 PM, Eric Thivierge wrote: If you add deformers to the envelope after you have already created the group which the Dual Quat node is reading in, you'll have to recreate the group. It depends on the order of the deformers to work correctly. This may or may not be your issue. To recreate the group: 1. Select mesh 2. Animate Envelope Select Deformer From Envelope 3. With those selected create a new group 4. Delete Old Group 5. Rename new group to what the old group was named. See if it works. Hopefully it does. On September-26-13 3:50:36 PM, Sergio Mucino wrote: I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Dual Quaternion ICE node woes...
Thanks Alan! I did following Eric's instructions, and it worked like a charm. Thanks again! Day saved... :-) *Sergio Mucino* Lead Rigger Modus FX On 26/09/2013 4:11 PM, Alan Fregtman wrote: Hello again, You must rebuild the deformer group every time you add/remove deformers to a envelope used by the DualQuaternion Envelope compound. 1. Rightclick the deformer group, Select Members. 2. Rightclick again, Remove from Group. 3. Select enveloped mesh whose deformers changed. 4. In the menu Envelope-Select Deformer from Envelope (it's kinda lying, it selects more than one.) 5. Rightclick the group, Add to group. Deleting the group and making it again from the selected deformers (via Select Deformer from Envelope) works too. That should fix it. Cheers, -- Alan On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote: I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com mailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Dual Quaternion ICE node woes...
Yeah, I said it first so I win. Got you this time Fregtman!!! In your face! On September-26-13 5:20:17 PM, Sergio Mucino wrote: Thanks Alan! I did following Eric's instructions, and it worked like a charm. Thanks again! Day saved... :-) *Sergio Mucino* Lead Rigger Modus FX On 26/09/2013 4:11 PM, Alan Fregtman wrote: Hello again, You must rebuild the deformer group every time you add/remove deformers to a envelope used by the DualQuaternion Envelope compound. 1. Rightclick the deformer group, Select Members. 2. Rightclick again, Remove from Group. 3. Select enveloped mesh whose deformers changed. 4. In the menu Envelope-Select Deformer from Envelope (it's kinda lying, it selects more than one.) 5. Rightclick the group, Add to group. Deleting the group and making it again from the selected deformers (via Select Deformer from Envelope) works too. That should fix it. Cheers, -- Alan On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote: I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com mailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mailsoftimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.
Re: Dual Quaternion ICE node woes...
Somebody please give Eric and his kitten a kiss already... On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge ethivie...@hybride.comwrote: Yeah, I said it first so I win. Got you this time Fregtman!!! In your face! On September-26-13 5:20:17 PM, Sergio Mucino wrote: Thanks Alan! I did following Eric's instructions, and it worked like a charm. Thanks again! Day saved... :-) *Sergio Mucino* Lead Rigger Modus FX On 26/09/2013 4:11 PM, Alan Fregtman wrote: Hello again, You must rebuild the deformer group every time you add/remove deformers to a envelope used by the DualQuaternion Envelope compound. 1. Rightclick the deformer group, Select Members. 2. Rightclick again, Remove from Group. 3. Select enveloped mesh whose deformers changed. 4. In the menu Envelope-Select Deformer from Envelope (it's kinda lying, it selects more than one.) 5. Rightclick the group, Add to group. Deleting the group and making it again from the selected deformers (via Select Deformer from Envelope) works too. That should fix it. Cheers, -- Alan On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino sergio.muc...@modusfx.com mailto:sergio.muc...@modusfx.com wrote: I'm seeing something quite strange with this node here, and I have no idea why it is happening. I've got this mesh that had already been rigged. It has a lot of stuff going on, but most of it I can ignore (I have already tested it doesn't relate to my problem). There is an Envelope Operator (muted... more on this later) that is used to deform the mesh. On top of it, there's an ICE Tree. This tree has a Dual Quat node that blends between linear and DQ deformations. The Envelope Cluster Property is set to reference the Envelope Weights cluster that already exists on the mesh. There is a referenced Deformer Group, which references the objects deforming the mesh. Everything pretty standard. The problem is that Animation has requested to have some more controls on a certain part of the mesh to deform it. I've created the rig, and I'm ready to include the deformers in the Envelope so they can deform the mesh. I made sure to include them in the group referenced by the Deformer Group in the ICE DQ node. I added them to the Envelope with Automatic Reassign set to off (so I would not disturb the existing deformations, and just paint my new influences manually), and when I start painting an area of the mesh to have it be affected by one of my new deformer, the weighted verts move back to [0,0,0]! I've disconnected and reconnected this DQ node and saw that it is the one causing the problem. I have no idea why it is sending the verts down to the origin even if the deformer has not been moved yet. As a matter of fact, moving the deformer makes no difference. If I unmute the Envelope operator, I can see the verts move a bit with the deformer, but they're still at the origin. I guess the operator was muted because the deformations coming from it are not needed, only the weights stored in the weight map and referenced by the DQ node. Anyone has any clues as to why my vert weights are being 'rejected' (or whatever this is) by the DQ node, and how to get it to 'refresh' or accept them somehow? I would hate to have to rig this on a separate copy of the mesh and blend the point movements onto this one, but if that's what it takes to get this going, I'll have to. Thanks for any help! -- *Sergio Mucino* Lead Rigger Modus FX -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com mailto:softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mailsoftimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email. -- Edy Susanto Lim TD http://sawamura.neorack.com -- To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject unsubscribe and reply to the confirmation email.