ashishdantu
11-17-2005, 10:05 AM
Hello people..
was wondering how to solve the classic "double transformation" which happens on a mesh with skin and linked-XForm applied on it.
I have a skeleton and a mesh skinned to it. then i have certain vertices selected using softselection and used a Linked Xform on the stack. I have a dummy to act as that XForm's control object. every thing is fine.. till now. when i parent the dummy to the skeleton and move the skeleton, the vertices linked to the xform double translate.. i know this is because it has inflence of the skin and the l.Xform modifier, so it results in a double transformation.
My ques is how to overcome this ?? i have looked everywhere but no clear cut answer i 've found. i get this even with the "back transform " option on the Xform modifier on ??
wud appreciate any help.. on fixing it. or is there any way we can tell the dummy to follow the spine bone with out resulting in the double transformation ? i tried wiring , position constraints..etc.. but how do we tell the modifier to do its stuff > with respect to the dummy's local translations, not the world !!! AND is there a way to write independant runtime expressions, say to manipulate an object's pivot, like expressions in maya ???
any help is deeeply appreciated.. sory if this might be a repetition, but this is much needed ..
cheers,
was wondering how to solve the classic "double transformation" which happens on a mesh with skin and linked-XForm applied on it.
I have a skeleton and a mesh skinned to it. then i have certain vertices selected using softselection and used a Linked Xform on the stack. I have a dummy to act as that XForm's control object. every thing is fine.. till now. when i parent the dummy to the skeleton and move the skeleton, the vertices linked to the xform double translate.. i know this is because it has inflence of the skin and the l.Xform modifier, so it results in a double transformation.
My ques is how to overcome this ?? i have looked everywhere but no clear cut answer i 've found. i get this even with the "back transform " option on the Xform modifier on ??
wud appreciate any help.. on fixing it. or is there any way we can tell the dummy to follow the spine bone with out resulting in the double transformation ? i tried wiring , position constraints..etc.. but how do we tell the modifier to do its stuff > with respect to the dummy's local translations, not the world !!! AND is there a way to write independant runtime expressions, say to manipulate an object's pivot, like expressions in maya ???
any help is deeeply appreciated.. sory if this might be a repetition, but this is much needed ..
cheers,
