my mesh moves at different speeds when translating

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Old 06 June 2010   #1
my mesh moves at different speeds when translating

So I almost finished rigging up my character and went to see if everything is parented correctly, but when i went to translate the character using the root control, it translate at different speed. Some of the mesh moves further than the rest does. Can anyone help me out with how to fix this? I remember reading something about it in a tutorial but completely forgot what tutorial it was or what causes the problem. I attached pics of before and after translation.
Attached Images
File Type: jpg before.JPG (34.5 KB, 16 views)
File Type: jpg after.JPG (37.8 KB, 17 views)
Old 06 June 2010   #2
It sounds to me like you may have a double transform. If you move your root object with your mesh hidden, are parts of the skeleton moving at different rates also?
Matt Rennie
Sr. Character Rigger
Rockstar North
Old 06 June 2010   #3
Ugh great. Now when I try to open the file i get that Fatal Error: Attempt to save error. People are saying to disable triple buffering in the open GL, but no one explains what that is or how to get there. Do you know? I'ma be really pissed if this file is somehow now corrupt,I was just using it yesterday and didn't make any changes besides altering the joints and rigging.
Old 06 June 2010   #4
Ok I fixed that little bug thing.

I put it on wireframe mode and the bones move how they should, it is just the mesh that is moving weird. The whole rig is not connected to joints, only the green parts (neck, arms and lower body). The rest is just mesh is parented with pivot points to controls and the proper mesh in the hierarchy because I didn't want them to deform when being animated (they are suppose to be kind of like a shell/armor while green parts are soft and flexible).
Old 06 June 2010   #5
Is the green stuff a seperate piece to your other pieces? Is this green stuff skinned and also parented to something?
Matt Rennie
Sr. Character Rigger
Rockstar North
Old 06 June 2010   #6
it looks like double transforms based on your picture. A quick fix would be to turn off inherent transforms in the objects attribute editor. You should check your hierarchy and make sure it's clean.
Old 06 June 2010   #7
Thanks guys. I turned off Inherits transform and it doesn't do it anymore. Thanks for the help. One more thing, can one of you tell me what it is that inherits transform does? Just so I can better understand what happened.
Old 06 June 2010   #8
When inherent transforms is on, the object will inherent translate, rotate, and scale from its parent.
Old 06 June 2010   #9
Ahhh ok, I think I understand now.
Old 06 June 2010   #10
Start with an empty scene. Create a polygon cube and group it once.
Turn off inherent transforms on the cube and move the group node around.
the polyCube should stay in place. Thats the easiest way to see what inherent transforms is doing.

It can get a bit more complicated when you're dealing with bound geometry or dynamics.
Old 06 June 2010   #11
Alright cool, well this fixed the problem I was having. Thanks.
Old 06 June 2010   #12
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