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.
>
>
>
>
>
>

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