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View Full Version : connection editor - outMesh/inMesh weirdness!


anthonymcgrath
07-09-2003, 06:55 PM
right, here we go - this one has us all fuzzled in the office!

I create a poly cube, dupe it (with copy not instance!) and move the 2nd copy in x so I can see both.

Using the connection editor - I link the outMesh of cube1.shape to the inMesh of cube2.shape.
the result is I can edit the shape of cube2 using cube1. If I move a face on cube2, select the corresponding face on cube1 and move that face the same area on cube2 is still moved.
In short - I seem to be able to edit the shape of cube2 significantly and cube1 will always edit cube2 with respect to the new amends I've made! very very clever

now the problem I have is that I have a characters head with some blendshapes - I'm using the same method here to connect the outMesh of the baseCharacter to the inMesh of the blendshape (characters head with mouth open) but something kooky is happening - As soon as I make the connection, the blendshape resets itself back to the baseCharacter's shape!

I really have no idea why it does this yet on the aforementioned test with cubes, it has no problem at all making the changes.

if anyone can help on this matter - I'd really appreciate it - I really dont want to stay in this office overnight making small amends to 124 blendshapes!!!!!!

cheers
ant (tired)
newcastle
uk

MasonDoran
07-09-2003, 07:45 PM
-As soon as I make the connection, the blendshape resets itself back to the baseCharacter's shape!-


Maya is doing what you are telling it to...

shape node stores the corridnates of all the vertices.


what you are doing with your connection setup is telling the cordinates of all vertices in the blendshape to be identical to the vertex positions of the base mesh....essentially erasing any information you blendshape orignally had.

but there should be some kind of script that allows you to edit the base mesh while the verts on the blendshapes move proportionally.

I am not a mathmetician but a script that would add the differance between the vertex positions of the base and the blendshapes should suffice....

anthonymcgrath
07-09-2003, 07:54 PM
thats all well n good but I've opened a scene up with a different character head - exactly the same verts (its created from a default head), and tried the same thing - and IT WORKED!

I'm at a total loss here - it seems happy with one of the scenes but not the other.

going for a pint - head hurts

dmcgrath
07-10-2003, 03:45 AM
It is probably a deformation order problem on your other file, Anthony. Right click on the head and check Inputs>All Inputs. Most likely you just have to re-order the deformations so they will evaluate correctly.

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