View Full Version : PoseDeformer help needed
03-02-2005, 03:24 PM
I've run into some problems when using this plugin - i can sculpt the poses on one side of my mesh, and they seem to work ok, but when i try to mirror them it doesn't work - i do it all by the book - www.tokeru.com/twiki/bin/view/Main/MayaRigging (http://www.tokeru.com/twiki/bin/view/Main/MayaRigging) - the pose is copied, and has the same attributes but just doesnt work when i move my joints around. I have the blend mode set to RBF, tried other modes but to no avail. It does however mirror SOMETHING - because when i set the max angle on the mirrored PoseReader cone to 180 (20 deg. on the original) it shows some deformation (about 5% of the original pose).
Anybody had luck with this plugin? Any help would be appreciated - maybe i'm missing something here.. I can mail you the scene file (maya 6.5), so just PM me.
are ur joints mirrored correctly, i.e if u select both the joints and rotate them do the roations mirror each other?
03-03-2005, 05:07 AM
If you don't use Skeleton>Mirror Joints, you probably won't be able to mirror poses you've created for the other side of the body. Plus, it's just good practice to have properly mirrored joints.
03-03-2005, 01:01 PM
thx for the replies guys - but the problem is the joints seem ok, the rotations mirror each other and all. I rebuilt my skeleton once already because of that...
here are some screenshots:
been stuck on rigging this guy for quite a while already - almost two weeks :/ PoseDeformer sems like an ideal solution, but this mirroring problem really gives me a headache
i don't quite know whats causing it. but here is a work around.
After u build ur pose for the left leg duplicate it and keep a copy if it.
Then use mirror shape to get that pose on the other side of the leg on the duplicated object, then when sculpting the pose deformer pose for the right leg, simple copy shape to the pose u are sculpting from the duplicated object. works like a charm. Hope that was clear, if not, email me ur file and i'll see what i can do with it.
Oh, if u don't have the shape tools scripts u can find it at Highend3d.com
This and Pose deformer are one of my fav rigging tools.
wait, i just read ur post, Posedeformer works on 6.5???
03-03-2005, 07:58 PM
Heh, sorry - my mistake, i'm on maya 6, but have 6.5 at school. I don't think PoseDeformer works on 6.5
I did what you suggested, and it seems to work - at least on some simple test poses. It kinda sucks though that the mirror option in posedeformer is broken, and you have to use additional scripts..
thanks once again
03-03-2005, 08:48 PM
This sounds like the pose reader is having trouble determining when to turn on your deformation. I would tweak it a bit before messing about with mirroring shapes and such. Of course, modi's method is a great idea and will work as a last resort.
03-03-2005, 09:52 PM
Just a couple notes here that I have come across looking at the pictures there...looks to me like you mirrored the skeleton over as an Behaviour instead of Orientation... If you actually look at your local rotation axis, they are inverted by 180 degrees in the Y axis.
Take your skeleton and re-mirror the leg joints using the Orientation option instead of Behaviour ;)
P.S. the quickest way to tell whether it's behavious or orientation is the inverted up/down axis as well as looking to your horizontal axis (left side should point to positive axis, right side should point to the negative axis when facing forward in Z).
hey shawn, i'm curious as to what the difference is, i like the behaviour option cause when animating or posing rather i like the 2 joints to mirror each other. In terms of rigging, i don't see any drawbacks of having the orientation reverse. Lemme know if i'm worng.
03-03-2005, 10:43 PM
As far as animating goes, you're right, it is definitely much nicer to work with the Behaviour setup as it allows for symmetrical motion. The orientation allows for a more 'identical' approach to movement.
Rigging wise, it usually doesn't make much of a difference...I prefer to manually orient the joints myself and do the testing in FK to make sure all the rotation values are correct just to avoid the pitfall of negative fcurves.
By what Bart said in regards to setting the poseReader cone to 180 was what sort of sent the signal that because the value was inverted in Y it could actually be causing that inconsistency in the reader.
03-04-2005, 09:16 AM
I did as M.E.L. suggested, and mirrored the joints over in Orientation, but still the mirrored pose wouldn't work - i guess i'll just stick to modi's way of doing it. As long as it works i don't mind a few extra steps - and believe me i tweaked the hell out of that posedeformer already :)
thank you all again
03-04-2005, 03:18 PM
speaking of pose deformer..does anyone know if there will be a release for maya 6.5 ? i've been waiting for a long while for posedeformer to get updated so i can go ahead with maya 6.5 ..
Still on 6.0.. Pose deformer rocks.
05-11-2005, 07:15 AM
mike comet has recently updated with a 6.5 version compiled by Bartek Kik:
Incedentally he's also released the muscle plugin he's been working on for a while, very cool:
05-11-2005, 07:15 AM
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