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pasto
04-17-2003, 12:53 PM
Hello,

I was just trying to animate in simple FK a liitle character and all was ok. BUT I decided to add to the character a pair of glasses that I added to the hierarchy.

No matter what I do, I can't help the arm bones to deform the glasses now, why please why, ohhh why ??????
:)

I am pretty stucked on it
Must be quite simple I guess (hope) but?

here is the file :

http://pasto.tv/P2.c4d

thanx a lot
pasto

Srek
04-17-2003, 01:14 PM
Hi Pasto,
move the glasses outside the deformed hierarchy and replace it with a Null. Then transfer the Nulls global matrix on the symmetrie object of the glasses and away you go.
Please find the modified scene here:
http://www.bonkers.de/download/p2mod.c4d

Hope this helps
Srek

pasto
04-17-2003, 01:52 PM
Thanx a lot Srek,

the file is not there but I will try.
Thanx so much for your fast and precise answer(s).

pasto

Srek
04-17-2003, 01:57 PM
Ups, sorry.
Try again, it should be available now.

pasto
04-17-2003, 02:00 PM
Euh? Srek, sorry to disturb, but why would I want to move the glasses outside the hierarchy when my goal is to add them to it ?

What is your replace method to switch to a null ?

thanx a lot
pasto

Srek
04-17-2003, 02:04 PM
Your goal is to move the glasses with the rest of the body but not to deform them. You can't avoid the glasses to be deformed when they are in the same hierarchy as the other objects that should. So the only chance to avoid deformation is to move them out.
As for the initial positioning of the Null i simply made it a child of the symmetrie object and set it's local position to 0/0/0 in the AM.

hth
Srek

pasto
04-17-2003, 02:24 PM
Understood.
But when I rig with the glasses there at first, there is no transformation problem, my claude bonnet selections take care of the global model. see the lips in the first file.

Thank you very much
pasto

pasto
04-17-2003, 03:34 PM
Srek, she just wanna give ya a big wet kiss.
:)

http://www.pasto.tv/02.jpg

Wilson-3d
04-17-2003, 04:09 PM
Just wanted to add the last time I was rigging I had to do something similar. I took the arms out of the hierarchy when I decided to use F.K for them. I did not think to then take the claude bonet maps off them (selecting the shoulder and spine bone and control selecting the arm geometry)and it took me forever to figure out why they were still deforming. I would make sure they points on the glasses don't have any claude bonet on them anymore. Just wanted to add that. It sounds like you guys already have it figured out. Nice Pic too! Fun.

Srek
04-17-2003, 04:15 PM
Originally posted by pasto
Srek, she just wanna give ya a big wet kiss.
:)

http://www.pasto.tv/02.jpg

Please don't show this my wife ;)

PJC
04-18-2003, 04:07 PM
I must be missing something, because when I twist the "haut" bone in the modified file, the glasses don't move with the head. In the original, they did, but got deformed, but now they don't move at all.

What am I missing?

- pjc

AdamT
04-18-2003, 04:23 PM
Originally posted by PJC
I must be missing something, because when I twist the "haut" bone in the modified file, the glasses don't move with the head. In the original, they did, but got deformed, but now they don't move at all.

What am I missing?

- pjc

I don't know why Srek set it up the way he did, but if you move "Glasses Placeholder" under the haut bone it works as it should.

PJC
04-18-2003, 04:28 PM
Originally posted by AdamT
I don't know why Srek set it up the way he did, but if you move "Glasses Placeholder" under the haut bone it works as it should.

Okay, well, that makes sense.

It still confuses me that you can paint a bone with CB and other bones still have influence on it. You should be able to do what pasto did in the beginning and it should work. Or just have some child bone of "haut" that is exclusively painted to the glasses and no matter how you move them it shouldn't deform funny like it does.

Thanks for the clarification!

- pjc

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