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bentraje

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Posts posted by bentraje


  1. RE: . . . which isn't possible with the IK spline tag.
    I agree but this is a small price to pay for stability. I reckon that this is for lip rig. To be honest, the twist on all axes, while certainly cool, is not that value adding. This is based on my experience of having a true "Ribbon" rig from Maya. By true, I mean being a nurbs surface and not a poly surface.


    Lips tend to move fast and if there are kinks it can easily smooth out with a SubD modifier. Even if the lips move slow, you are bound to adjust it manually anyway. 

    RE: Xpresso rig 
    Basically, just a PSR and an aim constraint hook with an expresso. 


  2. Hi @cinomadic
    Just checked the file. I could be wrong by this but the way I see it, the priority lag can't be solved on this case

     

    The skin deformer is mainly used as a driven object. You are using it as a driver object.
    For example, the Ribbon geo is a driver object. It drives the mini controls and ultimately another skin deformer.  

    What I suggest is to drive the mini controls, try to use an expresso or an IK spline tag. 

     


  3. "copy the weights from one vertex to many other vertices" 

    1 ver to many verts. I think its already feasible on the weight manager. 

    "to paste the row of weights from the source vertex into the rows of weights of all the target vertices at once."
    This is a bit tricky. AFAIK there is not a single command for this. For one, the row of weights must have the same number of vertices for the row of heights.

    What are you trying to achieve exactly? Might have a different solution


  4. "copy the weights from one vertex to many other vertices" 

    1 ver to many verts. I think its already feasible on the weight manager. 

    "to paste the row of weights from the source vertex into the rows of weights of all the target vertices at once."
    This is a bit tricky. AFAIK there is not a single command for this. For one, the row of weights must have the same number of vertices for the row of heights.

    What are you trying to achieve exactly? Might have a different solution


  5. You need to conform your solved camera to the world orientation (i.e is Y up) to have an appropriate dynamic/physics.

    Just group everything in your scene in a null and rotate your null accordingly. Done! 


    This should not cause any problem to the footage reference since it is attached to the camera mapping. That is of course you did it properly. 

    Good luck!


  6. Hi Ras,

    I don't have R20, but speaking of vectors in general, it is basically a direction in space. 
    With two or three vectors, you can have position in space. 
    For instance, XYZ are vectors.

     

    Also, vectors can also mean just a data type. That is the having two or three figures.
    Other data types are float, integer and string. 

    In the context of your screenshot, it seems like the Local Pivot needs a vector data type. 
    You can't just plug result of the float nodes because the data type are floats.

    So you have to convert them to vectors using the ComposeVector2D node. 

     


  7. "I have seen a couple videos on the topic "
    Can you refer? 

     

    "have been unsuccessful."
    How unsuccessful.

    Anyhow, this is somewhat irrelevant answer but if you just want a tried and tested way to create normal maps, just use xNormals (free). Been reliable for the past decade for the whole industry. 
     

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