View Full Version : Double transformations when using lattices, fixes?
darkr9 05-11-2002, 06:18 AM Hello All,
I'm creating eyes for a character using a nurbs sphere for the eyeball and two half spheres for the upper and lower eyelids. Then I've reshaped the eye using a lattice.
Trouble is after I bind and try to animate the lattice moves normally but the eyes move extra far.
Everything I've read on this says to Freeze Transforms, WHICH I'VE TRIED, at various stages on both the eye and the lattice. But I still always get the extra transformation in the eyes.
How do I fix this? Or are lattices just not usable like this? Please, if you can, be as specific as possible as to the steps to take to remedy this. I've tried so many approaches that I really need something concrete to help me.
Thanks in advance.
|
|
svenip
05-11-2002, 07:04 AM
it's double transformation.
is the lattice and the surface both parented under the skeleton ? you need to make sure that the surface is only mooved by the lattice. so unparent it from anything, so it isn't under the skeleton or anything.
also you can check your def order (very important).
darkr9
05-11-2002, 02:59 PM
Thanks svenip.
The lattice was parented under both the surface and the skeleton. I unparented the lattice and that fixed the double transformation.
But I've noticed another problem now. The center points for the eyes don't follow the along with the surface after the bind. So the eyelids are rolling outside the head. Ugh!
Ideas, anyone?
svenip
05-11-2002, 03:02 PM
could you please make a screen shot and explain what you've skinned to the skeleton and what is driven by the lattice ??
would really help me to give advice.
darkr9
05-11-2002, 05:50 PM
Here's a link to some screen shots svenip. Hope they help.
http://www.planetquake.com/polycount/cottages/polyfrag/problempics/problem.html
The lattice controls the shape of the eye (eyeball, lids, pupil). The eyeball started off as a sphere and the eye lids where half spheres surrounding it. The lattice was use to reshape them to ovals and it deforms the eyelids to run along the surface of the eye as you rotate them. This all works fine, until I bind, at that point the center points of the eye surfaces stay at their original position.
Here's a link to the tutorial I use to help me construct the eyes.
http://cmpa.ca.scad.edu/student/brimmel/technical/eyes/eyes.htm
I've tried skinning the entire character group to the skeleton, as well as just the surfaces both produced the same outcome.
svenip
05-11-2002, 06:56 PM
ok, if i understand that right, only a few points of the eye are the problem !? you can try that.
after you create the lattice for the eyeGroup take the lattice and the base lattice together and scale them a little bit up. so large that you have a bit of space between the surface and the edge of the lattice.
at all i wouldn't really use that system. i would do it by blendshape. blendshape has the advantage that you will not get double transforms, because blendshape is the surface and you don't have an extra deformer to moove with.
simple explain :
after you created the lattice around the eye and shaped it into the right position, just duplicate the eyeGroup. also make a duplicate for the eye closed and one for the middle position.
then delete the history (not the lattice) on the eye and create a blendshape with your original eye and the first (closed) target. after that insert the middle position as an between. you will find all necessary in the blendshape deformation command.
only create the blendshapes for the eyelids (not for the eye self, it doesn't need one). now every eyelid has its blendshape and can be easily controlled. now you only have to parent the original eye with the blendshape under the skeleton.
i really hope that one of the solutions will work, because i couldn' really see the problem in that (i'm really sorry). maybe you can send me an mb file only with the problem eye ? then i can really see it :)
but anyway, thnx for trying to give me a hint with the lots of images :)
svenip
05-11-2002, 06:58 PM
ohh no, i'm blind. i haven't seen the link on top of the page with the problem image. will look at it and post if i got the problem.
forget the one post before.
shame you sveniP :D
svenip
05-11-2002, 07:24 PM
so ok, the problem occurs after parenting the locator to the skel. then a few points stay. and it's simply solved. its the first thing i mentioned above. take your lattice and base and scale it a bit up. this has solved the problem.
one thing : don't use the aim constraint with a locator or whatever. a better way is to have an object where the eyes are orient constrained too. it's simply a better way to animate, and will also solve a problem which encounters with the aim constrained locator.
so, now i really hope i solved the thing. i recreated everything just like in the tut, and it was the lattice. it's a general rule to scale both a little bit up.
have a nice maya day
darkr9
05-11-2002, 07:28 PM
LOL! Thanks for helping man but I finally figured out how to fix it.
I unparented both the lattice and the eye group from the rest of the character group. Then I bound the character group to the skeleton. Then parented the eyes and lattice to the skeleton. Everything works cool now.
You where a real big help. I really appreciate all the insight it really helped me figure this problem out.
Thanks again. Maybe I can return the favor sometime.
CGTalk Moderation
01-13-2006, 06:00 AM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2012, Jelsoft Enterprises Ltd.