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Rectro

Joint Driven morphs help please?

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  • Just now, maliohammad said:

    check this video , every thing is working (I have pressed shift + set bind pose) 

    test090-HD.mp4

    Thankyou, checking it out now.

     

    Dan

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    Just now, Rectro said:

    Thankyou, checking it out now.

     

    Dan

    you are welcome , 

    this method should work with normal modelling +sculpting 

     

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  • How odd that is?  I havent tried it on my mesh yet but on the boy from the content, his arms dont hold like in that video?

    After you done sculpting can you return to the base pose again with ease, I asume you store that on a key frame then scrub back to it, then store the skin again?

     

    Dan

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  • Ok It only dont work when using the Store Bind Pose if your adding to  a Pose Morph with the Post Deformations on and Correctional.  These can be put on after the sculpting.  Also its essential to have your extreme pose on another Key frame which I do anyway, and have zero key frame holding the base pose as your need that to restore the Bind Pose to how it was originally.

     

    Nice workaround voiding the use of Correctional defromer if you follow them extra steps.  I need to try it on the Character tool rig.

     

    Thanks ,Dan

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    6 minutes ago, Rectro said:

    How odd that is?  I havent tried it on my mesh yet but on the boy from the content, his arms dont hold like in that video?

    After you done sculpting can you return to the base pose again with ease, I asume you store that on a key frame then scrub back to it, then store the skin again?

     

    Dan

    ok ... let me explain what is happening more ...

    1-I have tested this method with the boy from c4d content library and everything is working fine 

    2- I didn't use any keyframe in the video(nor in the project ) . 

    so how do is it work ?

     well...when you shift+click the set bind pose the character object store the state (of the current frame ) but don't store it for animation nor overwrite the keyframe ..etc , it stores the state only for modelling (you can see this when you go to point,edge or polygons mode , I will call them "modelling modes " ) 

    when you are in the model mode and scrub the timeline (or play the animation ) the animation will run as expected ,and you can't see the stored state , but if you switched to "modelling modes" you will see only the stored state , and the animation will be ignored ) .

    when sculpting , the sculpt tools work with points ...etc (internally ) so when you store a state and want to sculpt (and eventually want to sculpt on what you see ) you should stay in the frame that you store (if you stored the pose of frame 22, you should work on frame 22 only ) 

    or you can sculpt in any of the "modelling modes " in any frame (remember that the animation will be ignored while you are in one of those modes )

    as an extra note , if you deleted the joints , rig ...etc , the character will still have the stored state .

    can I go to the first state (original one ) ? AFAIK the answer is No, but I am not sure , because rigging /animation is not one of my skills .

    hope this is helpful , if you still have any question , feel free to ask it :D

    P.S. I highly recommend reading the weight tag manual , you can find more helpful tips there :)

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  • Thanks for your help.  It was the Pose Morph stopping the Store.

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    1 hour ago, Rectro said:

    Thanks for your help.  It was the Pose Morph stopping the Store.

    you are welcome . I have learned a lot from your question :D 

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  • I found one limitation with using Store Bind Pose.  While the animation pose is not effected the original mesh is, and stores both the deformation from the joint, Muscles, and Pose Morphs.  If you wanted to restore the original mesh to its pre deformed stated you need to go back to zero keyframe or reset PSR to get back to original pose, Disable all Muscles, and Morphs before you press Store Bind Pose again.  If you have many Muscles they need to be put int a Null to quickly turn them all off, and your need to turn every Pose morph off.  In this case using the Correctional Deformer makes a better quicker job of it.  In either case iv learnt somthing new, and have more options.

    Thanks, Dan

     

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  • Using sculpting tools for pose morphs using Correction Deformer.

     

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    27 minutes ago, Rectro said:

    I found one limitation with using Store Bind Pose.  While the animation pose is not effected the original mesh is, and stores both the deformation from the joint, Muscles, and Pose Morphs.  If you wanted to restore the original mesh to its pre deformed stated you need to go back to zero keyframe or reset PSR to get back to original pose, Disable all Muscles, and Morphs before you press Store Bind Pose again.  If you have many Muscles they need to be put int a Null to quickly turn them all off, and your need to turn every Pose morph off.  In this case using the Correctional Deformer makes a better quicker job of it.  In either case iv learnt somthing new, and have more options.

    Thanks, Dan

     

     

    On August 24, 2016 at 7:20 PM, maliohammad said:

    as an extra note , if you deleted the joints , rig ...etc , the character will still have the stored state .

    can I go to the first state (original one ) ? AFAIK the answer is No, but I am not sure , because rigging /animation is not one of my skills

    I have mentioned this limitation :D

    the correctional deformer is good , (I am not into animation/rigging at the moment .)

    by the way , did you check the cv weight scripts ?

     

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