Bend Sop

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Hi, I´m rigging this skull just for testing pursposes and I ran into the following problem with the bend sop. Right now, I have four bones, one for the head and teeth, another for the jaw and one bone for each eyeball. This last twoo are driven with a look-at constraint. Geometry has capture proximity, blendshapes and a bend node for squash and stretch, and here it´s when the problems emerge. If I place the bend sop before the bone deform, it deforms correctly, but if I rotate the bones, I get this weird effects in the eyeballs and jaw, as if it is having a double transformation. If I place the bend sop afther the bone deform node, the deformation works correct, but I have to transfer the bone position and orientation to the bend origin capture and direction. Getting the origin capture is simple, but I don´t know how to get the bone rotation to bend direction. Has anyone done this before? Am I donig it right? Thanks for any help or comment.

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bend deform.flv (4.8 MB)

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