Everyone leave my cat out of this... but do continue to fear the beard. Happy Friday!
-------------------------------------------- Eric Thivierge http://www.ethivierge.com On Fri, Sep 27, 2013 at 1:45 PM, Matt Lind <ml...@carbinestudios.com> wrote: > Wouldn’t that be evil if he’s allergic to cats?**** > > ** ** > > Matt**** > > ** ** > > ** ** > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Edy Susanto Lim > *Sent:* Thursday, September 26, 2013 10:36 PM > *To:* softimage@listproc.autodesk.com > *Subject:* Re: Dual Quaternion ICE node woes...**** > > ** ** > > Somebody please give Eric and his kitten a kiss already...**** > > ** ** > > On Fri, Sep 27, 2013 at 5:22 AM, Eric Thivierge <ethivie...@hybride.com> > wrote:**** > > Yeah, I said it first so I win. Got you this time Fregtman!!! In your > face!!!!!**** > > > On September-26-13 5:20:17 PM, Sergio Mucino wrote: > > Thanks Alan! I did following Eric's instructions, and it worked like a > > charm. Thanks again! Day saved... :-) > >**** > > > *Sergio Mucino***** > > > Lead Rigger > > Modus FX > > > > On 26/09/2013 4:11 PM, Alan Fregtman wrote: > >> Hello again, > >> > >> You must rebuild the deformer group every time you add/remove > >> deformers to a envelope used by the DualQuaternion Envelope compound. > >> > >> 1. Rightclick the deformer group, "Select Members". > >> 2. Rightclick again, "Remove from Group". > >> 3. Select enveloped mesh whose deformers changed. > >> 4. In the menu Envelope->"Select Deformer from Envelope" (it's kinda > >> lying, it selects more than one.) > >> 5. Rightclick the group, "Add to group". > >> > >> Deleting the group and making it again from the selected deformers > >> (via "Select Deformer from Envelope") works too. > >> > >> That should fix it. > >> Cheers, > >> > >> -- Alan > >> > >> > >> > >> > >> > >> On Thu, Sep 26, 2013 at 3:50 PM, Sergio Mucino**** > > >> <sergio.muc...@modusfx.com <mailto:sergio.muc...@modusfx.com>> wrote: > >> > >> I'm seeing something quite strange with this node here, and I > >> have no idea why it is happening. > >> I've got this mesh that had already been rigged. It has a lot of > >> stuff going on, but most of it I can ignore (I have already > >> tested it doesn't relate to my problem). There is an Envelope > >> Operator (muted... more on this later) that is used to deform the > >> mesh. On top of it, there's an ICE Tree. This tree has a Dual > >> Quat node that blends between linear and DQ deformations. The > >> Envelope Cluster Property is set to reference the Envelope > >> Weights cluster that already exists on the mesh. There is a > >> referenced Deformer Group, which references the objects deforming > >> the mesh. Everything pretty standard. > >> The problem is that Animation has requested to have some more > >> controls on a certain part of the mesh to deform it. I've created > >> the rig, and I'm ready to include the deformers in the Envelope > >> so they can deform the mesh. I made sure to include them in the > >> group referenced by the Deformer Group in the ICE DQ node. I > >> added them to the Envelope with Automatic Reassign set to off (so > >> I would not disturb the existing deformations, and just paint my > >> new influences manually), and when I start painting an area of > >> the mesh to have it be affected by one of my new deformer, the > >> weighted verts move back to [0,0,0]! > >> I've disconnected and reconnected this DQ node and saw that it is > >> the one causing the problem. I have no idea why it is sending the > >> verts down to the origin even if the deformer has not been moved > >> yet. As a matter of fact, moving the deformer makes no > >> difference. If I unmute the Envelope operator, I can see the > >> verts move a bit with the deformer, but they're still at the > >> origin. I guess the operator was muted because the deformations > >> coming from it are not needed, only the weights stored in the > >> weight map and referenced by the DQ node. > >> Anyone has any clues as to why my vert weights are being > >> 'rejected' (or whatever this is) by the DQ node, and how to get > >> it to 'refresh' or accept them somehow? I would hate to have to > >> rig this on a separate copy of the mesh and blend the point > >> movements onto this one, but if that's what it takes to get this > >> going, I'll have to. > >> Thanks for any help! > >> --**** > > >> *Sergio Mucino***** > > >> Lead Rigger > >> Modus FX > >> > >> -------------------------- > >> To unsubscribe: mail softimage-requ...@listproc.autodesk.com**** > > >> <mailto:softimage-requ...@listproc.autodesk.com> with subject**** > > >> "unsubscribe" and reply to the confirmation email. > >> > >> > >> > >> > >> --------------------------**** > > >> To unsubscribe: mailsoftimage-requ...@listproc.autodesk.com with > subject "unsubscribe" and reply to the confirmation email.**** > > > > > > > -------------------------- > > To unsubscribe: mail softimage-requ...@listproc.autodesk.com with > subject "unsubscribe" and reply to the confirmation email. > > -------------------------- > To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject > "unsubscribe" and reply to the confirmation email.**** > > > > **** > > ** ** > > -- > Edy Susanto Lim > TD > http://sawamura.neorack.com **** > > -------------------------- > To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject > "unsubscribe" and reply to the confirmation email. >
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