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twidup
03-05-2003, 09:59 AM
I know that when you create a deformer you can set it to before, after, split and parallel.

Now, I have been learning various aspects of Maya for abot a year now. mainly just animation and game rigs. I am starting to expand that into more advanced style rigs. So, my question is where/how do you order a deformer, on an influence object, to work during a joints rotation, but still deform the skin correctly, that is, the influence object still effects it without double deforming it, or having some other wierd effect.

I figure it should be in there someplace.

Cheers,

webster
03-05-2003, 10:15 AM
Do you mean this:

Right-click the object, choose Inputs, then All inputs.

now you get a list.

simply MMB-drag the deformers so you get your desired order

twidup
03-05-2003, 10:35 AM
that is cool, but not helping. basically, I have an influence object that is made up of 2 clusters. each cluster is point constrained to a locator parented to 2 different joints.

The skin either doesnt get effected by the influence object or it double deforms. I figured this is because of a deformation order problem, but it might not be. Is this a little more clear?


-Todd

rhythmone
03-11-2003, 05:29 AM
There seems to be no easy answer to this question.

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