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View Full Version : MOCCA: Whats going on here?


petz
12-08-2006, 07:57 AM
Hi,

My mesh is going crazy! Look at the screencaps. My model looks fine, I can pose it but if I put it into a HyperNurbs a few points on the hands stick out. But only in HN. I thought ok, maybe I missed a few points in the vertex map, so I went back to Claude Bonet (which turns out the HN) and no, everything looks fine :-(

Bug?

http://www.patrickeischen.com/images/MOCCA_Bug.jpg


/Patrick

LucentDreams
12-08-2006, 09:00 AM
the problem is your hierarchy. The bones work by deforming points thy are weighted to, but the hyeprnurbs beig a generator is creating points that technically are not linked to any bone.

Put a null inside the hypernurbs and then your contents into the null. Also, are you Smart bones? turn off the null bone option for the root joints and set the joints length to 0.

petz
12-08-2006, 09:12 AM
The thing with HN sounds logical. But here's my hierarchy [image]. I already put everything into a Null object. The problem is that I have several objects that all need to move with the bones. Helmet, Boots, Body... But only the body needs to be HyperNurbsed that's why I can't connect all to one object.

http://www.patrickeischen.com/images/MOCCA_Bug2.jpg

/Patrick

petz
12-08-2006, 09:19 AM
Hmm, now I changed the hierarchy. I deleted all the other objects and put the bone structure directly under the body mesh and I works. But know all the other objects aren't deforming any more because they aren't influenced by the deformers.

What can I do about that?

/Patrickhttp://www.patrickeischen.com/images/MOCCA_Bug3.jpg

bunk
12-08-2006, 09:47 AM
What can I do about that?

Why don't you try Kai's advise. It works.

Give your boots, eyes, helmet and what not a 'stop' or 'HNweight' tag to prevent the HN subdivision.

Cheers,


bunk

petz
12-08-2006, 10:03 AM
OK, it works with the HyperNurbs Prevent Tag :-)

Thank you guys

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