View Full Version : More metaEffector oddness
My Fault 07-09-2005, 05:02 PM Honestly, I don't think I get metaEffectors. So I have a mesh with some solid and some organic parts. I thought maybe I could use metaeffectors to keep the solid parts solid but that does not seem to be the case. I will go back and break up the mesh and parent those parts to their respective bones but I was wondering why does this even happen? Another weird thing is the sphere elbow will resize as I go through a rotation on the forearm. This makes no sense to me at all!
http://www.briannicolucci.com/metaeffector.jpg
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bardakos
07-09-2005, 08:58 PM
forgive me if i got something wrong but u should not
have the "parts" of your geometry in different layers (or as different objects)
from my experience with use of metaeffectors for rigid rigging ...(that sounded froggy)
it is better to have 1 object with different (parts) of connectef geometry and then use the metaeffectors "all connected" setting.
My Fault
07-09-2005, 09:03 PM
It is one object with different parts of connected geometry and I did use the metaEffectors "all connected" setting. The problem goes away if I make sure every single bone is using a metaEffector as it's weight. Would be nice if that wasn't so as I don't need this for every bone.
SpikeWorx
07-10-2005, 01:25 AM
The problem goes away if I make sure every single bone is using a metaEffector as it's weight. Would be nice if that wasn't so as I don't need this for every bone.
Yes, I think itīs the way metaeffectors work.
I could be wrong, but AFAIK if you assign a meta effector to a bone, it prevents the bone to have influence on unweighted geometry (or lowers the influence field) but it doesnīt prevent others bones from affecting the weighted geometry because non-metaeffected bones work over the whole mesh by default.
If you only use bones without weights, each bone has influence over the whole mesh but they neutralize each other like little force fields (a bone that is near an area will affect the adjacently regions more than others). If a bone is 'limited' with meta effectors, it loses itīs influence over the whole mesh (depends on the weights) and doesnīt work against the neighbor bones anymore (I think but not sure) so that these adjoining bones can have influence on the weighted parts.
In some cases you can use the invert weight function and assign these weights to the 'other' bones, so you donīt need extra weights everytime.
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07-10-2005, 01:25 AM
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