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pelos
05-14-2004, 07:29 PM
i am trying to do the flex video, that is in the messiah home page,
i add the flex, and works, but then when i add the bone, the flex wont modify buch (the mesh) y can still add the exprecion and everything, but flex dont deform, (yes i check that every thing is by pass in green button)

some thing else, after adding the expresion, when i go to setup, every thing is in place, where i put the points, but when i go to animate, the points in the expresion are a little bit move in the z axis (the one on the expression)(yes the expression has been put in additive and multiply)

how can i parent the points to the arm bone, like in LW parent in place.

thanks

Freebooter
05-15-2004, 01:59 PM
Pelos:

Make sure that Flex comes before Bone Deform in the List. Effect order is important in messiah.

Make sure that flex is set to Match:Relative, and Axis:Distorted. Experiment with the other settings, you'll soon see the diffrences.

If things jiggle between Setup and Animate modes, it could be either IK goaling or objects animated on 0. To fix the last, hit enter and set a key for everyting at 0.

Parent in place is at the top of the setup tab, in the rolldown menu. It's very straightforward.

Hope that helps.

Nic

chikega
05-15-2004, 04:27 PM
pelos: you may also want to check out the beginner's tip thread for some extra tips - this was originally posted by Sil3 then Julez4001:

Parent in Place is a feature to parent one item to another but retaining the parented item on the same location, for example:

item A is on 10 Y Axis and item B is on 0 Y Axis

If u parent item A to item B with normal parenting, item A will move into item B pivot point, meaning that item A will be on the exact same spot as item B.

Using Parent in Place, item A will retain the 10 on Y axis but it?s now a child of item B, if u move item B, item A will move along.

In Messiah to use Parent in Place go to:

Setup Tab---Items---Parent in Place

Then u FIRST choose the item that is going to be the Parent, in this case the item B, then Ctrl select the item to be parented wich is item A, check the Keep Position and press Parent

pelos
05-16-2004, 09:51 PM
its working!!!
but i still have a weird problem, i have done the that, and the flex, and bone works at the same time, but when i do the expression, the point star to jump to the back and to the front (i all ready chage to be additive)

and when i mirrow the shoulder bone (with the arms and the point parented to the bone) in the other side, the expression doesnt work?
is that the idea, or i am doing something wrong?

Freebooter
05-17-2004, 09:23 AM
You have to copy and edit the expression yourself, the software don't do everything for you!

Flex points are best parented into the rig, try using CycleBranch expressions to drive deformations through them, tied to the bone rotations.

N

pelos
05-17-2004, 07:24 PM
"CycleBranch expressions to drive deformations through them, tied to the bone rotations."

what is that?
thanks

chikega
05-17-2004, 07:56 PM
Pelos, go through the Expression tutorials in the messiah.html docs - it goes over some of the Cycle Branch family of expressions. :)

Freebooter
05-19-2004, 06:16 PM
Hi Pelos,

Sorry for not getting back sooner,

After you've done as Chikega suggests, replace the slider channel with the rotation channel of the joint you want affected.

Do those tutorials though, no better way to start learning.:thumbsup:

N

pelos
05-19-2004, 08:30 PM
dont worry, i was doing them, some of the tutorials, are weird, i still loking or the word, but i like the moves and show what are you doing

pelos
05-19-2004, 08:31 PM
how do i mirrow the expression for the points?
(i have a part of the curve going from one arm to the other, and cross the chest)

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