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Maya 2020.3. Pose Space Deformation issue

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Message 1 of 5
goodman74
622 Views, 4 Replies

Maya 2020.3. Pose Space Deformation issue

Maya 2020.3. Bound Skin to Joints
Use the Pose Space Deformation, Created Pose Interpolator for joint.

After  that Made rotation of this joint (with mesh) & added pose (Edit became Red).

In Log  Warnings:

poseInterpolatorGoToPose Example_LeftArm_poseInterpolator Example_LeftArm_0_51_n9;
// Warning: file: D:/Autodesk/Maya2020/scripts/others/updateBlendShapeEditHUD.mel line 39: Cycle on 'ShoulderFIx.inputTarget[0].vertex' may not evaluate as expected. (Use 'cycleCheck -e off' to disable this warning.) //
// Warning: file: D:/Autodesk/Maya2020/scripts/others/updateBlendShapeEditHUD.mel line 39: Cycle on 'ShoulderFIx.inputTarget[0].vertex' may not evaluate as expected. (Use 'cycleCheck -e off' to disable this warning.) //

 

After that In process of editing mesh (by Sculpting tool)s time to time the mesh self return to neutral position (joint stay unchanged). If press the "Q" it returns to previous state and possible to continue editing.

You can see it on video

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4 REPLIES 4
Message 2 of 5
hamsterHamster
in reply to: goodman74

Maybe, not a direct solution to the issue, yet some reduction of risk factors.

1. Edit>DeleteByType>NondeformerHistory.

2. Try PSD with animation deleted; before you delete, you can Copy-Paste animation to some auxiliary object, like locator.


,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti

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Message 3 of 5
goodman74
in reply to: hamsterHamster

Cardinally changed nothing.
The same problems begins with the same warning in process of creation the "pose" in Pose Editor and after that all the same.

poseInterpolatorGoToPose Example_LeftArm_poseInterpolator Example_LeftArm_0_51_n9;
// Warning: file: D:/Autodesk/Maya2020/scripts/others/updateBlendShapeEditHUD.mel line 39: Cycle on 'ShoulderFIx.inputTarget[0].vertex' may not evaluate as expected. (Use 'cycleCheck -e off' to disable this warning.)
//
Now it became also more weird, some time mesh return self to new pose, some time stay in neutral pose. In that case, you in some times are changing the neutral pose incidentally.

P.S>In process of testing i found that it may interrelates with that I'm before use the pose space deformation i used the "Paint Skin weights". In the one experiment where I after "bind skip" immediately begin use the 

Pose Space Deformation all works normal.

Message 4 of 5
hamsterHamster
in reply to: goodman74

Is it basic HIK Rig? If not, then maybe the cyclic issue is within the way it is rigged, not with PSD.

And, once you have made PSD, you don't touch the weightsPaintTool anymore, not for the PSD-affected areas at least, otherwise your PSD edits go awry.


,,,_°(O__O)°_,,,
Maya2019.1 @ Windows10 & GeForce GTX1080Ti

If the post was helpful, click the
 ACCEPT SOLUTION  button, so others might find it much more easily.

Message 5 of 5
goodman74
in reply to: hamsterHamster

It's a basic HIK Rig.
 
"once you have made PSD, you don't touch the weightsPaintTool anymore" It's obvious 🙂
The weightsPaintTool are used before !!! the Pose Space Deformation

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