Hello all!
I have following problem:
I managed to import model from iClone7 to Maya, retarget it and bake motion capture data into control rig in order to clean it. As seen on the video there are few places where actor grabs his own face, stomach or hips, hold both of his hands together etc. In order to make it look decent I need to get rid of hand sliding when he does that. After research I managed to come up with an idea of attaching IK hand controls to vertex parented null objects (rivets) on hips or face, or wherever it is needed. In theory it makes perfect sense, it even works, HOWEVER, when I parent LeftWristEffector to Rivet on elbow my character mesh suddenly shrinks into shapeless pulp. Though rig acts as it should. Any idea how to force mesh to get back on rig again?
Things to note:
- Effectors (hand IK controls) are parented to rivets (locators) that were baked before - locators are no more connected to mesh with constraint, just animated with baked keyframes
- Couple times I got this message: “Warning: line 0: Cycle on ‘CC_Base_Spine02.worldMatrix[0]’ may not evaluate as expected. (Use ‘cycleCheck -e off’ to disable this warning.)” - I know this means I messed something with scene hierarchy but hell I don’t know how to fix this.
Please help, I’m stuck, I need this for my work
:banghead:
Example video
THANKS!