When you move the model null it can happen. There's a bug with the StaticKineState not getting the proper global values or something around those lines.
However, it SHOULD work with a correctly made srt controller. Care to share an example emdl or scn so we can look closer? On Fri, Aug 16, 2013 at 3:59 PM, David Rivera < activemotionpictu...@yahoo.com> wrote: > Uhm, did you watched my video, stating the problem? > Here I´m moving the Model Null, and yes, I have created a master STR (not > on the video). When I move that null controller > everything goes even wilder on my scene. > http://youtu.be/PITQLvlg-YA > > > > ------------------------------ > *From:* Alan Fregtman <alan.fregt...@gmail.com> > *To:* XSI Mailing List <softimage@listproc.autodesk.com> > *Sent:* Friday, August 16, 2013 1:23 PM > *Subject:* Re: Dorito - Kinestate and Model parenting > > If you follow our video you'll get it working. :) You shouldn't be > translating your model nulls though. That's asking for trouble. :p > > If you wanna move the model and you don't have a control, prod your > nearest rigger or add a master SRT control yourself to move the thing > around... but leave the model null alone. > > > > On Fri, Aug 16, 2013 at 2:07 PM, Miquel Campos <miquel.cam...@gmail.com>wrote: > > Hello David, > > (Shameless plug ) Have you check our video about this topic? > https://vimeo.com/68359879 > > Cheers, > Miquel > > > ---------------------------------------------------- > > Miquel Campos > www.miquelTD.com <http://www.miqueltd.com/> > > > > 2013/8/16 David Rivera <activemotionpictu...@yahoo.com> > > Hi list, I´ve seen this video a couple of times now (more than 5 years > come and go with > other "Dorito" posts): https://vimeo.com/14421580 > and I follow this setup all good, but when it comes to animation, I > translate the model > the doritos go wild, shooting themselves in every direction. > > I have cloned the head, and it still is a child to the bone head, which in > turn, is also > child of the neck, spine, etc..children of the COG null model) > > I´ve also set equals expression on the StaticKineState from the > "constraints" to the > "deformers" on all rotation, translation and scaling. (so later on I can > also scale the > COG Null Model and still adjust themselves to the new scale of the model + > face). > My workflow on SI 2012 is: > > * Model head mesh > *Create a general Null Model for this and child everything under it. > * Rig head bones and envelope to. > * Shape manager -> Create simple smile on original face > * Clone Head mesh / hide original > * Remove envelope cluster from Clone head. Re-envelop to new null (for > weight paint) > * Create the null for "constraint" and "offset" child/parent like in > video. Object to cluster -> select edge of smile > * Paint weights for "offset" > * I select the hidden Mesh Head, and go to shape manager, slide from 0 to > 1 to test smile plus "constraint". > Works. > > I repeat the creation of "constaint" and "offset" for the rest of the > mouth, and when I translate the head mesh > with the general null model, all constraints on the clone head go wild. > What extra step should I set up? > > Thanks. > David R. > > > > > >