View Full Version : Influence Objects & and Smooth Skinning
mental 04-17-2003, 07:54 PM heya, i have a rig with several influence objects whose shape (blendshape) is driven by the rotation of a joint (an elbow for example).
when i add these influence objects to the smooth skin, an 'InfluenceObjectName'Base is created (ex. elbowInf gets an elbowInf_Base). the problem is that the vertices weighted to the Influence object will only follow the Base and not Influence object whose shape is changing.
any suggestions? :)
thanks
-mental
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nemirc
04-17-2003, 07:59 PM
Originally posted by mental
heya, i have a rig with several influence objects whose shape (blendshape) is driven by the rotation of a joint (an elbow for example).
when i add these influence objects to the smooth skin, an 'InfluenceObjectName'Base is created (ex. elbowInf gets an elbowInf_Base). the problem is that the vertices weighted to the Influence object will only follow the Base and not Influence object whose shape is changing.
any suggestions? :)
thanks
-mental
It seems you have to repaint the weights...
Also: did you turn on the "use elements" attrib in the skinCluster node?
mental
04-17-2003, 08:08 PM
i've come to the conclusion that sleep is a very good thing. and the lack of it is 'un-good' :)
that was it nemirc. i had use component 'off' on the skin cluster. all the while i was turning on the 'use component' on the influence object itself and was wondering why it wasn't working :rolleyes:
thank you very much nemirc.
-mental :surprised
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