Skinning and Wrap: Double Translate


#1

Hey Guys,

I have a character I’m trying to rig that has a large beard that I have rigged. At the same time, because it’s a separate mesh from the head, I need to wrap it to the head mesh so that when I move parts of the face it follows along.

I thought that this had worked until I moved the head, and saw that the beard mesh has double translates on it.

Does anyone know how I can work around this? Is there possibly an equivalent to a wrap deformer that I can use instead?


#2

uncheck the box for inherit transforms for the geo in question. This will stop the object from having double transforms.


#3

Sorry I should have specified - I have already turned inherits transforms off on the beard geo, but the problem still exists.


#4

have you tried removing it from the heriarchy so that it sits outside of the rig, as that would more than likely correct for the double transforms. This may however lead to other issues, but those issues may be easier to correct for than the double transform.


#5

Yeah the geometry exists in a different hierarchy to the rest of the rig, so that shouldn’t be influencing it. I think it just comes down to the fact that there are two deformers influencing the geometry at once.


#6

Ok, so I managed to get around it by using “Add Influence” instead of the wrap, so it adds it into the existing skinCluster. Thanks for your help anyway :slight_smile:


#7

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.