jcollins
05-19-2006, 09:33 PM
I have a rig which incorporates a wrap deformer in Maya to save point
weighting on a heavy feathered wing. The low res deformer object is
smooth-bound to the bones in the wing, and deforms the high res wing
geo in turn. This all works fine at a scale of one, but the deformations
of the high-res wing get mangled when the scale changes. All this geo
(the high-res wings, the low-res deformer objects and the wrap deformer
base objects) is grouped under a no-touch node in the hierarchy, and
therefore not getting scaled except through the skin cluster.
The undesireable results I'm getting don't look so much like a double-
transform, in that the high-res object scales more-or-less as expected,
its just that the high-res wing gets kind of mangled and ugly looking.
Even after the scale, the low-res object looks fine.
I've tried various permutations, i.e. putting the deformer base under
the scaling node, but nothing so far has helped. Anybody ever dealt
with this successfully?
Thanks,
jeremy
weighting on a heavy feathered wing. The low res deformer object is
smooth-bound to the bones in the wing, and deforms the high res wing
geo in turn. This all works fine at a scale of one, but the deformations
of the high-res wing get mangled when the scale changes. All this geo
(the high-res wings, the low-res deformer objects and the wrap deformer
base objects) is grouped under a no-touch node in the hierarchy, and
therefore not getting scaled except through the skin cluster.
The undesireable results I'm getting don't look so much like a double-
transform, in that the high-res object scales more-or-less as expected,
its just that the high-res wing gets kind of mangled and ugly looking.
Even after the scale, the low-res object looks fine.
I've tried various permutations, i.e. putting the deformer base under
the scaling node, but nothing so far has helped. Anybody ever dealt
with this successfully?
Thanks,
jeremy
