Hello people
i have an issue with some shapes im doing, i am modelling few corrective that i dont want to do when the model is in rest pose, its about muscles and such so i want to sculpt those in specific moment of my action, but the shape after doing them and applying them to the mesh look completelly deformed, due to the fact that they consider the shapes on a local space so if i rotate my character they are not correct anymore, i tried switching to absolute and even object but they doesnt seems to work correctly anybody as a tip to fix that?
thanks
Shape on local or absolute?
-
mattmos
- Posts: 445
- Joined: 02 Dec 2009, 15:59
Re: Shape on local or absolute?
Are you modelling in secondary shape mode with animation deformation activated? That should save the shapes as you expect them.
-
hidalgo
- Posts: 113
- Joined: 03 Feb 2012, 19:50
Re: Shape on local or absolute?
actually i am doing a copy of my mesh storing the transformation onto that copy trough ice, then i model my shape into the stored mesh and in ice i trasfer the attribute of this mesh into my original mesh, i was trying to understand if matrix should do the trick, using two nulls for example (my character doesnt have bones) and use the difference between them to get the rest position.. (thanks paul).
Main problem is that i dont know how to do that in ice.
Main problem is that i dont know how to do that in ice.