Hey all,
I have a character and it has a lot of clusters on it that make nice deformations.
They work well, except for when the character is rotated. Then, even though they deform well, their translation order is changed.
(e.g. If at 0,0,0 the X axis moves on X axis, Z on Z, Y on Y… and then I rotate it by 90 degrees on Y, then Y is good but X moves on Z and Z moves on X, and if I rotate by 180 degrees then X will move on -X…)
The clusters were connected in the connection editor to relevant controllers, and some are parented to body controllers, but most are parented to locator, which is Point on Poly constrained to the different vertices on the mesh.
I was suggested to put the clusters on a blendshape, but I couldn’t get it to work with the Point on Poly, and I need the controllers to stick to the mesh.
Or maybe some sort of an expression could fix it…
Any ideas?
Thanks much!
Carmel
