*[Oops sent too fast.]* As for your video I've seen it now but in this thread's first message the only link was to a vimeo video for a Ruben Fuentes explaining the doritos. Was there supposed to be a video from you as well? because that was the only url I saw.
On Fri, Aug 16, 2013 at 4:31 PM, Alan Fregtman <alan.fregt...@gmail.com>wrote: > 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. >> >> >> >> >> >> >