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catizone
08-25-2006, 02:24 AM
If one uses more than one skeleton to affect the same object, is there a way to set influence or control? (Aside from switching the order of effects, which isn't helping)


I would like to use some bones to hold, and also deform the general geometry. Then I thought I'd use a second set in a second skeleton effect to set the muscle bones for the mouth. I also gave them limited range, but I think I'm missing something...again.

Thanks,
Rick

a_joke
08-25-2006, 06:05 AM
try using the metaweights and assign them to the bones. tell me how it goes.

catizone
08-25-2006, 11:17 AM
Thanks. While that did occur to me, I was hoping not to have to go there. Seemed like setting a limited range should have handled the situation. I suppose it's that, or just put them on the other rig.

Thanks again.

Best,
Rick

AlexK
08-25-2006, 06:40 PM
Well, I assume you enabled "Use predeformed points" in your second bone transform?

catizone
08-25-2006, 07:04 PM
Since I've been away from messiah a long time, it's best not to assume anything...

but yes, I did check use pre-deformed...

Thanks for the suggestion tho'.
Best,
Rick

catizone
08-25-2006, 08:38 PM
Maybe I should back up a few steps and explain what I would like to do. I have a character who is a hard disk-like object. It has eyes and mouth. The mouth was first handled with morphs.

Then I thought that I could have much better control with a flex curve, now that it has distorted tool shape control. I never quite got the effect I wanted, even combining it with bones to hold the "circular" part of the geometry(body) around the mouth area.

Then I thought, okay, maybe two bone deforms affecting the same mesh. Maybe the problem is that either way, I will need metaeffectors to control it all. And other conceptual approaches anyone thinks might be a smarter way to do this? Fred's Sasquatch works great, but then the mouth area is forward of the main geometry.

Thanks,
Rick

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08-25-2006, 08:38 PM
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