Okay. I'm trying to figure out how I'd need to go about getting this to
work.
I have a character with two different models for its head. One has a
nose, one doesn't. At one point, the animators will need to switch to
one or the other, so both models are needed.
The head with the nose (lets call it HeadNose) is already rigged and
deforming. The rig and the deformations stack is rather complex, with
this head making references to another head model via an ICE tree, plus
an Envelope that references other objects. My entire point with this, is
that I cannot just transfer the deformations from one model to another
via GATOR, since I cannot get the deformations from just one place.
So, my idea was to create an ICE tree on the head without nose (lets
call it HeadNoseless), and make it reference the points on HeadNose to
use the same positions. This effectively 'snaps' the verts on this head
to the other one. Both models are exactly the same topology (the nose
was removed by sculpting it flat, basically), so in essence, this works.
The problem, of course, is that by doing this, the nose comes back,
since the points for it that were flattened are repositioned to match
the existing nose. To avoid this, I thought of using a Linear
Interpolation between both heads, using a Weight Map I painted just on
the nose area to determine which points will move based on whom (I of
course used the HeadNoseless PointPos attribute as the source of the
second position for the points). This worked, leaving the nose
flattened, but it creates the problem that HeadNoseless follows the
deformations of HeadNose correctly, except in the nose area (since it
was painted out), leaving the flattened nose floating in space.
So, I decided that what I need to do is to keep the nose flattened like
this, but get it to read the positions of its matching points on
HeadNose, and move the same amount but keeping the existing delta
between them. That way, I could get to keep the nose's current flattened
shape, but it'd move matching the movements of the HeadNose object.
And that's where I'm stuck. I've tried to implement this in different
ways, but I can't seem to be able to get the proper nodes and operations
to get this to work. I know I need to add movement to the existing point
positions, but it has to be relative to these positions.
If anyone has any pointers around how to achieve this, I'm all ears.
Thanks!
--
*Sergio Mucino*
Lead Rigger
Modus FX
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