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Fred Heys
09-10-2003, 08:37 PM
If anyone can give some feedback on this annoying little problem i have please feel free to write ahead....
i have a rigged and weighted character and the head is a seperate object from the body for texturing advantages. i started doing face shapes and bringing them to the mixer, however everytime the face shape takes its role on the character his head drops down between his shoulders...and the shape has worked but the head is not in its original position....this leaves me in a compromising situation....oh and there is already a walk cycle on the character, why cant the face shapes work without the head flipping around?........i look foward to hearing from anyone who has had this problem or can give me tips on how to arrange it....cheers

fred

seb4d
09-11-2003, 08:28 AM
Hi,
it could be from many reasons.
It happened to me the first time I used blend shapes in Maya some years ago, maybe it's the same reason for you in xsi.
When you duplicate the base shape in order to sculpt new expressions don't freeze the transformations of the new heads or else the pivot point (center) will move and when the mixer applies the new shape it will also look for the pivot point position.
So when you duplicate the base head, leave the SRT as they are.

Fred Heys
09-11-2003, 01:07 PM
thanks for the reply seb i tried your method but unfortunately it does not seem to be the case, however i did play around and when the original head flips back but the face shape follows the body(i left weighting on the modified head) and stays static.....

frumpy_bunyin
09-13-2003, 05:02 AM
Where is the center on your source shapes?

From what you're saying it just sounds as described, that you've moved the all the points of the head some distance away from the center when adjusting the shapes.

It sounds like you'll need to fix that and reapply all your shapes.

FB

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