anyone else having trouble with this? I tried 2011 and 2012 and both appear to have the same problem:
If I have a rig, which is using Dual Quaternion skinning, if i try to add geometry as influence, paint some weight to it, and then turn on skinCluster’s ‘Use Components’ attribute, it scales the weighted part twice. as if i put ‘.scale 2’ on the piece of geo. If This is still in effect and I switch to Classic Linear, the problem disappears. Any thoughts?
Can’t wrap my head around this. This issue was in 2011, why is it still in 2012? Or is it supposed to not work with each other? - Why, I ask? ^^
