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AlexK
05-27-2004, 04:33 PM
Hello again and HELP!!!!

I killed my upper arm bulge muscle setup today and don't know how to repair it. :cry:
All I did, was replacing the model with one, that got some cosmetic changes and was scaled in messiah, whereas the original model was scaled in lightwave (but that made the blendshapes, which were not scaled with it, look wrong).
Well, I loaded the new model, replaced it in the BoneDeform effect (deleted all former objects and added the new ones). Everything looked fine, except the upper arm muscles. They don't have any effect anymore! The weight was MetaEffector controlled, but that doesn't work as expected, too. Anybody willing to help, please?
The weird thing is, the muscle in the lower arm, that controls the twist seems to work correctly.

broken bulge (http://www.babylondreams.de/transferstuff/messiah/brokenArmMuscle.mpj)
older file with working arm bulge (http://www.babylondreams.de/transferstuff/messiah/workingArmMuscle.mpj)

lmilton
05-27-2004, 08:16 PM
In checking out the two scenes, I noticed one discrepancy and an option that you may not completely understand. The second scene is "broken" because you moved the geometry from the origin.

All weight tools that reference the "static" position of the model, aren't really referencing setup, but the "file" position of the points. This means if you move the geometry in Setup, your weights will be offset.

The reason why you couldn't detect the offset is because you're using "a" (i.e. animated/dynamic) weight viewing. This means that the weights will be calculated from the points in their current position for *drawing only*. And it's mainly because you have this option to view static and dynamic weights regardless of mode that the static weights must be computed from file position.

So, if you're going to use any spacial weight tools, keep your object at 0,0,0.

Let me know if that makes sense...

-lyle

AlexK
05-28-2004, 08:48 AM
Thx Lyle! :bounce:
It makes total sense, although I don't get why it is implemented this way.

Knowing this now, my problem is, that I have to rotate and scale the
character in Lightwave. Can anyone tell me, how to do it without
breaking the already finished Blendshapes (I think it's Endomorphs in
Lightwave, right?)? Because that's, what I don't know how to achieve.
The Blendshapes never seems to be affected by my transformations.

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