I will check!
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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David Gallagher
Character Development Lead Animator, Blue Sky Studios
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