EzequielM Posted April 24, 2009 Share Posted April 24, 2009 Im doing a chop for a character belly/thighs to have a little lag and a spring and cannot figure out how to smooth the borders of the point group affected by the chop for having a nice smoothed transition from the skinned geometry to the affected points rather than a chunk of points lagging and springing how woul be the way to add some kind of weight before passing the points to the chop? or to pullout the points from the chops and weight the geometry before the new translation from the chops? thanks! Quote Link to comment Share on other sites More sharing options...
michael Posted April 24, 2009 Share Posted April 24, 2009 the best way to do this is to place a bone in the area you want to jiggle (in this case as a child of the thigh) and then use lag or jiggle in chops to offset it's animation from the thigh... this way you can paint the weights for a nice smooth transition.... OR paint an attribute onto the geometry and use that in chops as a multiplier... post a hip if you have any trouble.... Quote Link to comment Share on other sites More sharing options...
EzequielM Posted April 24, 2009 Author Share Posted April 24, 2009 (edited) the best way to do this is to place a bone in the area you want to jiggle (in this case as a child of the thigh) and then use lag or jiggle in chops to offset it's animation from the thigh...this way you can paint the weights for a nice smooth transition.... OR paint an attribute onto the geometry and use that in chops as a multiplier... post a hip if you have any trouble.... Thanks michael Im kinda new with chops so im a little lost i rigged this char with muscles so bones its kind out of the question... for what ive read in the forum you cant... right? or is there a workaround to mix both? so i going with chops, trying to get to this in a simple file... here its a hip with a grid and a lag chop and a attrb painted for multiplying the lag, and im stuck here not knowing what to do with both inside the chop net. i Tried to figure out how to use the attrb to mask the lag effect before posting anything but i have nothing. i got something similar with 2 math chops and averaging the result, but no multLag_Attrib.hip Edited April 24, 2009 by EzequielM Quote Link to comment Share on other sites More sharing options...
michael Posted April 24, 2009 Share Posted April 24, 2009 no, you can't mix muscles and bones (a very long standing RFE) but you can add a muscle as a child of the thigh and animate it on it's own with lag etc... just had a quick look at your file... instead of laging the points - lag an extra bone I'll try to make a quick file...kinda busy right now... Quote Link to comment Share on other sites More sharing options...
EzequielM Posted April 25, 2009 Author Share Posted April 25, 2009 thanks michael im gonna add the extra muscle for this character, but i refuse to let the chops win if you can just aim me in the right direction about what to do, ill be fine many thanks! Quote Link to comment Share on other sites More sharing options...
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