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Using perspective mesh

Posted: Tue Jun 29, 2021 12:05 am
by SuperSGL
Having problems using the mesh. My example is a pirate hat on the character. Already animated in a walk cycle. The hat is in a switch layer so I can remove it for hair and attached to the head bone (point binded) I created the mesh around the hat just a rectangle. Now, when the character moves the hat gets all distorted. The mesh is in the character group but outside the switch group. I even tried point binding the mesh as well but same result.
The hat is just a flat vector shape of a pirate hat and I thought I could use the perspective mesh to turn it slightly...though I can adjust the points if I really need it, I was just wondering why this was happening or maybe I have to use the quad mesh instead?

Re: Using perspective mesh

Posted: Tue Jun 29, 2021 1:38 am
by synthsin75
Might have to see an example file of the problem vectors. Might be the point binding causing the bone and mesh influence to conflict?

Re: Using perspective mesh

Posted: Tue Jun 29, 2021 11:27 am
by Hoptoad
Make sure bone strength for the hat-bone is at 0.

Unbind the hat points and see if that helps. If so, Bind Layer on the Switch Layer containing the hat to the head bone instead.

If you are using Smart Bones and copy/pasted/duplicated the hat from another layer, it may remember some Smart Bone point movement. That can be fixed. Open the suspicious Smart Bone Action, select the Hat Layer, select all the points of the hat, go back into the action and if you see any keyframes for selected points, delete those keyframes.

Good luck.

Re: Using perspective mesh

Posted: Tue Jun 29, 2021 12:01 pm
by SuperSGL
Yea, that's what it was. I needed to layer bind the mesh as well as the hat. When I did the mesh I forgot to click on the bone after clicking on layer bind. I mostly use point binding and clicking on the button or pressing enter. But it's working fine now thank you guys.