*[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.
>>
>>
>>
>>
>>
>>
>

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