Re: linked shape weights and clip weights lost in ref. models

Date : Mon, 29 Jan 2007 23:54:47 +0100
To : XSI(at)Softimage.COM
From : "Ahmidou Lyazidi" <ahmidou.xsi(at)gmail.com>
Subject : Re: linked shape weights and clip weights lost in ref. models
I m not sur I have understand, do you have the chest object in a ref model,  the face one in another ref model, and those 2 objects linked with an _expression_? If yes I don t think ref models are supposed to work this way.

2007/1/29, Kris Rivel <krisrivel(at)gmail.com>:
It's been quite awhile since I put any faith in referenced models,
especially for relatively complex character setups so I figured I'd give
Delta a go in v6.  I'm already having problems with shape and animation
clips that are linked to other objects within the referenced model.  I
basically have some controls for my character that are driving clip
weights and these are getting blown away when I reopen my scene.  The
seem to be intact in the mixer but when I try to move my controllers,
nothing happens.  I've made sure to check off the "modify animation
mixer" property for the ref. models.  Is there something I'm missing?
Are there known limitations to Delta/ref. models working in this
manner?  When I reopen my scene I'm getting alot of errors like this:

// WARNING : 3000 - Animation Mixer Connection problem: Not able to
resolve object: Set.Chest2
// WARNING : 3000 - Animation Mixer Connection problem: Not able to
resolve cluster key prop: Set.Face.polymsh.cls.Shape.ResultClusterKey

The interesting thing to note is that the error points to the model
named "Set" but none of the objects after "Set" are within that model so
I'm not sure why the error is pointing to something that doesn't
actually exist.  The objects "Chest2" and " Face.polymsh.cls.Shape" are
within other models that are also referenced.

I also tested this with just the character in a clean scene and
everything seems to work fine until you turn on the "modify animation
mixer" property for the ref. model.  Everything looks linked still but
nothing actually works.

Surely there must be something wrong here.  I thought the point of this
was maybe bring in your character rig and animate to your heart's
content and be able to reload or update your ref. models during
animation but keep animation intact.

Kris Rivel
3D Artist
kris(at)krisrivel.com
www.krisrivel.com

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