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matmonkfish
09-12-2011, 10:48 PM
hi..

i have a controller where the translation drives some blendshapes with set driven key. its a mouth i am setting up... basically the different translated directions are connected to different blendshapes so that it works intuitively. there is a controller on each side of the mouth..(along with some extra controllers which further shape the mouth which are joint based)

i want to have some preset mouth shapes that are derived from the different mouth controllers translated to necessary positions. the plan to do this was to group each controller to itself and to use these groups with set driven key so that for example i could have an attribute 'smile' so when i turn it on the controller groups move into position, but still with the option of tweaking the shape with the normal controls beneath the group level which would still be zeroed.

so i thought this would work, but i realised that when moving the SDK groups it has no effect on the blend shapes becuase although the driver object inside the group is translating in space, it isnt getting any translation in the channel box becuase it is the group that is translating. therefore it doesnt activate the blendshape..

so i am just trying to work out a way to this, anybody got any ideas?

i could have some kind of pose to shelf thing, but i want to be able to blend between 0 and 1 rather than just having an on or off

hope this makes some sense..

nuternativ
09-13-2011, 01:37 AM
The blendShapes don't get the effect of the SDK because the controls you use for sliding uses its translation to drive blendShape.

Disconnect that! connect the blendShape to the translation of...maybe a null or a locator that parent constraint to the control! Now, you'll have those values wherever the controls goes in worldspace.

matmonkfish
09-13-2011, 09:13 AM
thanks, yes it works, very simple, i didnt think of putting a node beneath the control, every solution i was thinking of was for putting it on top

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