Re: Dual Quaternion ICE node woes...

2013-09-28 Thread Alok Gandhi
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

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Re: Dual Quaternion ICE node woes...

2013-09-27 Thread Alan Fregtman
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.
 
 
 
 
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 --
 Edy Susanto Lim
 TD
 http://sawamura.neorack.com

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RE: Dual Quaternion ICE node woes...

2013-09-27 Thread Matt Lind
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
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 softimage-requ...@listproc.autodesk.commailto:softimage-requ...@listproc.autodesk.com
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--
Edy Susanto Lim
TD

Re: Dual Quaternion ICE node woes...

2013-09-27 Thread Eric Thivierge
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.

 
 
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 --
 To unsubscribe

Re: Dual Quaternion ICE node woes...

2013-09-27 Thread Ahmidou Lyazidi
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...

2013-09-27 Thread Eric Thivierge
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...

2013-09-26 Thread Sergio Mucino
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...

2013-09-26 Thread Eric Thivierge
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


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Re: Dual Quaternion ICE node woes...

2013-09-26 Thread Alan Fregtman
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

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Re: Dual Quaternion ICE node woes...

2013-09-26 Thread Sergio Mucino
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


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Re: Dual Quaternion ICE node woes...

2013-09-26 Thread Sergio Mucino
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

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Re: Dual Quaternion ICE node woes...

2013-09-26 Thread Eric Thivierge
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

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 To unsubscribe: mail softimage-requ...@listproc.autodesk.com
 mailto:softimage-requ...@listproc.autodesk.com with subject
 unsubscribe and reply to the confirmation email.




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Re: Dual Quaternion ICE node woes...

2013-09-26 Thread Edy Susanto Lim
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
 
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  mailto:softimage-requ...@listproc.autodesk.com with subject
  unsubscribe and reply to the confirmation email.
 
 
 
 
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-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com
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