View Full Version : cartoony eyebrow help
theazz 08-04-2006, 04:59 PM hey guys.
i'm rigging a cartoony floating eyebrow for a character, its deformed using wires and and blendshapes and eveything is fine but i just can't get it to globally scale and keep the controls with it, and still have the wires work properly. The whole thing has to be parented under the root joint some how.
thanks
Azz
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underearth
08-05-2006, 06:11 AM
i will suggest you to skin the eyebrow first and then create curve and add it as influence.. instead of using wire deformer....
as far as i know wire deformer cause of its nature(because its nurbs curve) can scale in only one direction..
Andimation
08-05-2006, 11:15 AM
I've made it scalable and attached the file. Like most rigs it only works if its a universal scale (same in all axis`).
Things I changed -
Point constrained each cluster rather than parenting them to keep them seperate
Grouped those with the wire curves and turned off inherit transforms.
Did the same with the geometry
Connected the scale x of the top scale node to the scale attribute of the wire node
I don't use wires that often, but I think its a viable solution. Take a look a let me know if it works out.
Andy
theazz
08-05-2006, 06:00 PM
thanks a lot for this and your help, i appreciate it, the only thing is that when the eyebrow is posed using the controllers, when you rotate the root forward, the pose changes and goes all wrong. i realise using joints would be easier, but the problem is that i tried skinning it to 5 joints, and the deformations were not near as nice as they are with the 5 cluster wire, and being so high geometry i cant imagine painting weights on that thing, if anyone knows how to smooth joints on polys evenly or something, that would maybe help. it was mentioned on the superoon DVD.
thanks
Azz
EDIT: ok i sorted it, i scrapped just grouping stuff, skinned the whole thing to a joint and chnaged the deformation order. thanks all
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