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jgibz
09-17-2004, 06:36 PM
I've tied parenting everyhting under a transform node, and then I tried constraining, and both methods seem to yield the same effect.
when i move the main transform, the body moves twice as far as the skeleton and the controls.

any help would be great,
TIA

westiemad
09-17-2004, 08:46 PM
this is called double transformations, try selecting just the parent and not the parent and the child, e.g. make a sphere and a cube, parent the sphere to the cube, then just click and move the cube.

MikeRhone
09-17-2004, 09:30 PM
westiemad has the right idea, but I dont think he understands the exact problem you are experiencing. Double transforms are a common error when you set up a character rig. What is happening is that the skeleton and the transform are both influencing the mesh. You only want the skeleton to influence the mesh.

The simple fix: Go into the attirbute editor on any mesh(s) that are double transforming, and turn off 'Inherit Transforms".

That should do it!

:thumbsup:

kiaran
09-17-2004, 09:53 PM
I usually have a separate group node that I keep separate from the rig group to house all the skinned geometry. Having a separate group with all the extras can make it easier to navigate the hypergraph when/if you have to debug something, it will also prevent the nasty double transforms that you are describing.

MikeRhone
09-18-2004, 12:27 AM
That is what I do as well Kiaran :)

I have a RIG_TOP node and a SKINNED_GEO node. I group them together and call the group TOP_NODE.

Finally I turn off 'Inherit transforms' on SKINNED_GEO. This leaves only one node visible in the outliner, and there are no double transforms.

I think thats what you meant, but I'm clarifying my workflow for anyone who reads this thread down the line.

m

jgibz
09-20-2004, 06:30 PM
thanks for the help guys,
I fooled around a bit with the inherit transfoms when the geo was still connected to the skeleton, so I got a bit frustated:)
then I decided to break the connections then turn off inherit transforms, and that worked.
I guess my heirarchy is pretty clean, but right now I'm afraid I'll mess things up if I change things. I have all the bones in one heirarchy, but the controls are just sort of spread throughout the outliner. The geo is just a blocky-animation test guy, so I just have it as one geo node.
Maybe I'll post a screen of my outliner later, and you guys could give me some organizational advice.
-thanks

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