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I am having a hard time understanding what you are describing
raffaele. It might be all the maya centric lingo.
I think if david uses a higher level description or a better example
with context we can help get him what he needs.
s
On May 2, 2008, at 11:26 AM, Raffaele Scaduto-Mendola <raffaele(at)turbolinea.com
> wrote:
This doesn't solve the problem, but I did want to mention it should
any coding guru/plugin expert might be following this thread.
I have also been thinking about this problem for a bit. In my
previous jobs I had access to custom deformer that offer a base.
You could then rig/deform the deformer without moving the base, and
you would get a normal deformation, you could deform the base only
so the mesh would transform through the deformer, or you could move
both and the mesh would not deform.
If you ever take a look at the SharkTale pirhana or sea horse crash
sequence you can see the result. I used this setup mostly to
blendshape deform the character to its basic shapes but then have
secondary "influence like" deformers to control the lip, and have
the control move (but have no effect until you moved them ) with the
blendshapes.
Influence deformer from my understanding are global based, so the
mesh heiarchy doesn't affect them.
Now what would be nice, ( and maybe theirs a way to do this using
moondust), is to have a optional "influence base" you could
optionally connect to any given influence.
Then you could get that control of when and when not to deform.
Just some tips, that might help figure this out.
RSM
Eric Thivierge wrote:
Hey David,
If I'm understanding you correctly, have you looked at Steven
Caron's post on XSI Blog about dorritos? Is this what you're
looking for?
Thanks,
Eric Thivierge, XSI Database Admin
www.xsidatabase.com
eric(at)xsidatabase.com
Forum Username: EricTRocks
David Gallagher wrote:
Oh, I guess one method would be to parent the second mesh and all
the joints as a whole to the traveling mesh, but I'm looking for a
way to more discretely parent controls around the body.
David Gallagher wrote:
Does anyone have any ideas of workarounds for "spacer rigs". It's
common in the Maya world at least to rig a second mesh and pipe
in the result as a live blendshape. So, the second mesh is
skinned to joints, for instance. Some of the joints, you might
want direct control over, but they can't leave their location. In
order to get them to ride with the main rig but only engage when
actually directly used, you make "spacer" controls that mirror
the actual joints, parent them to some part of the body, then
pass their numeric transform values only back to the real joints
sitting at global center.
I think this is pretty standard, but I've heard of alternatives,
such as inverting the shape from certain deformations, cancelling
out the unwanted deformations.
Anyway, I'm interested in any alternatives to spacer rigs that
are used.
What would be optimal, is if you could transform the same joints
in two different ways. One which just changes their location in
space, and another which makes the deformation.
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- Follow-Ups:
- Re: spacer rigs
- From: Raffaele Scaduto-Mendola <raffaele(at)turbolinea.com>
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