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
> >>
> >>     --------------------------
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> >>
> >>
> >>
> >> --------------------------****
>
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>
> >
> >
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>
> ****
>
> ** **
>
> --
> Edy Susanto Lim
> TD
> http://sawamura.neorack.com ****
>
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