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# 1 09-11-2014 , 05:12 PM
Registered User
Join Date: Oct 2014
Posts: 5

Switching an Objects Skin Weights via Driven Keys?

Hallo,

I have a rig built of 2 meshes. One is the main mesh of the creature and the other is a neck frill (activated by a blend shape) similar to the dilophosaurus in Jurassic Park. When the Frill is retracted it clings to the animals neck and bends and twists just as the neck skeleton does. Which is perfectly how I want it. Example below:

https://imgur.com/j1hZOvr,mNJRP5A,d1JxTmC,SdQS7g8

https://imgur.com/j1hZOvr,mNJRP5A,d1JxTmC,SdQS7g8#1

However, when I activate the frill and try to move the head, the skin weights prevent the frill from moving fully with the head and neck as seen below:

https://imgur.com/j1hZOvr,mNJRP5A,d1JxTmC,SdQS7g8#2

https://imgur.com/j1hZOvr,mNJRP5A,d1JxTmC,SdQS7g8#3

I can't get rid of the skin weights causing the issue or the frill won't cling to the neck ask it's supposed to when closed.

So the best idea that occurs to me is to use a set driven key (or something similar that I'm not yet familiar with) to change the frill from being bound to skeleton when closed to having the frill either parented to the head controller or a second neck skeleton without the weights that are causing the problem.

Does anyone know if this is possible? I'd imagine with the complexity of VSFX these days there has to be some kind of solution out there.

Any help or suggestions would be greatly appreciated.


Last edited by Jakob1105; 10-11-2014 at 05:09 PM.