View Full Version : Weird rig problem, destroying geo

04 April 2008, 05:56 AM
Hey everyone, I'm running into a weird problem with this baby rig I'm working on. Most of it works just fine. However, I just added a spline IK and some controls for the upper torso, and now when I move any of the controls, whether they're the new ones or just a hand or something, it really destroys the geometry badly. I can't find any way to fix it once it gets destroyed either.

Here's the character at bind pose with default skin weighting:

Here, I just move the main shoulder/upper torso control over a little bit and rotate it:

Now, I just zero out that control to its default position, and it leaves the geometry completely destroyed:

Any ideas what could be causing this? I've been wrestling with it for a while now, and I'm at a loss as to what it could be. Soooo frustrating, and I can't afford any downtime since my thesis is due in a few weeks, so I really hope to sort this out soon. Thanks in advance for any help!

~ Keith

04 April 2008, 08:49 PM
tweak Node

Hey man, try moving the tweak node above the skinCluster node.

This can be found by RMB on the mesh Inputs-->All Inputs... and MMB drag the SkinCluster node below the Tweak Node. Try that. Also if you have Blendshapes, make sure the Blend node is above the SkinCluster Node. Hope this helps


04 April 2008, 05:45 PM
The problem has been solved, and many thanks to Mason for helping me out with it.

The problem was that all my upper body controls were a child of the shoulder controls. The fix was to group the upper body controls (without the main shoulder control) and point/orient constrain that group to the upper spine joint. Then, the main shoulder control drives the top of the spline ik, and the upper body controls follow it around.

And thanks for the suggestion Nforce, I'll give that a shot later today to see if the tweak node idea works as well.

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04 April 2008, 05:45 PM
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