View Full Version : Local Vertex transform issues.. please help.
TylerHunter 05-04-2002, 09:04 AM ok, Im making a dragon.. well I made it now im rigging it..
I smooth skinned the body.. but now im making blend shapes mixed with set driven keys for wing deformations.
when I go to model the blend shape.. off the posed deformation, the vertex transforms are set locally.. so when I move em they angle in which they transform is all messed up cause its based on the angle of in which the vertex and hass been transformed to.. now the issue here is .. I need to be able to make it so I can transform deformed vertexes on the world axis...
Any help would be super
Thanxs a bunch ...
AIM: BboyWaldo
ICQ: ISO2
Tyler
tyler@3dluvr.com
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FBMachine
05-04-2002, 09:58 AM
I don't know if there is a quicker way to do it, but I just go to the Modify/Transformation Tools menu and select the options for either the move, rotate, or translate tools, and set the axis there.
Dan
TylerHunter
05-04-2002, 12:27 PM
Doesnt work I have explored the issue more..
It has todo with the tweak node
Essentially all poly transforms happen before the fact..
you can move the tweak node ahead of the smooth skin.. but when making blend shapes off duplicates that creates massive issues..
Still working on it.
Tyler
svenip
05-04-2002, 01:04 PM
most of the time it's an deformation order issue.
an example :
if you have a head with skinning an after that you applied clusters to the eyebrows to scale together for a frown look.
so if the def order is this : first the skinning then the clusters, then maya will look at the clusters after the skinning deformed the surface, and this will cause thr translation to be corrupt (you know what i mean ?)
now the other thing : first the cluster then the skinning
maya will look first at the clusters which have the right translation in the bind pos, and after that it looks at the skinning.
i know if you never worked before with the def order it's a little bit hard to understand but you wiil need to understand it if you wanna do complex char setups.
and another thing is, try to avoid to translate the things manually. go and create a controlstructur for them with set driven key e.g. this will help also
lot's of things to look at
:)
FBMachine
05-04-2002, 01:08 PM
Sorry, I read the question really half-assed, I probably shouldn't be trying to answer questions at 3-4 am. :)
Dan
TylerHunter,
Looks like we're having similar problems...
If I figure out a good way to do it, I'll be sure to let you know...
Care to do the same?
AJE
http://www.cgtalk.com/showthread.php?s=&threadid=7404
TylerHunter
05-06-2002, 08:12 AM
The issue is quite a mystery. all the "maya" geneiuses really were just flapping there jaws when they told me about it. Cause they to dont know how to do it. Right now im just using finely tuned weights and set driven key for areas of awkward deformation. Check later in the morning in the 3D gallery under finished works for Rig postings of the model rigged. Im still gonna explore this issue, and if anyone has any suggestions I'd love to hear em still.
Tyler
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