ArnoFranzl
07-22-2008, 08:49 PM
having to rig and animate a speaking camel I did a basic rig for the head and neck and did all the basic animation first.
then I added a morph modifier to add blinking eyes and opening / closing nostrils
but then I wanted to add some extra bones for brows and lips and all of a sudden the newly to the skin modifier added bones seem to have completely different relative position to the mesh then the bones I added before the animation.
After some reading and some testing I have some kind of explanation:
Of course I animated and altered the rig on frame 0, even my reference keys that I set for an basic position at frame -1, its seems that I have set those in a position that has not been the original skinning position.
When I now press the "always deform" option in the skin modifier under "advanced parameters", the mesh and the bones get kind of separated and all the skinning I did is screwed up.
But the new bones now seem to be at that position the formerly affected when I extended their envelopes.
Question: can I set a new default state for bones and mesh so I don't loose my old rigging and can add new bones that have an influence in the area I place them?
I tried to use the "skin pose" commands but they didn't give me any satisfying results.
any help here would be wildly appreciated, as usual this happens at a time where time is an issue =)
thanks!
then I added a morph modifier to add blinking eyes and opening / closing nostrils
but then I wanted to add some extra bones for brows and lips and all of a sudden the newly to the skin modifier added bones seem to have completely different relative position to the mesh then the bones I added before the animation.
After some reading and some testing I have some kind of explanation:
Of course I animated and altered the rig on frame 0, even my reference keys that I set for an basic position at frame -1, its seems that I have set those in a position that has not been the original skinning position.
When I now press the "always deform" option in the skin modifier under "advanced parameters", the mesh and the bones get kind of separated and all the skinning I did is screwed up.
But the new bones now seem to be at that position the formerly affected when I extended their envelopes.
Question: can I set a new default state for bones and mesh so I don't loose my old rigging and can add new bones that have an influence in the area I place them?
I tried to use the "skin pose" commands but they didn't give me any satisfying results.
any help here would be wildly appreciated, as usual this happens at a time where time is an issue =)
thanks!
