contains a important attribute 'bindPreMatrix' ,this attribute just like a single point as latticle base or
warp base ,if we drive the bingPreMatrix same as the matrix ,it should be not any deformer on the
deformered geometry.So ,we can use this make a dynamic second control base on geometry nomal
space.It's really cool feature.
A> we need a solution that can rivet on the geometry surface ,as I know river
,cMucleSurfAttach,follocle and matrix calculation are all good funtion to bring about.I use my custom
rivet in this case.
B> need a transform node to control the 'bindPreMatrix attribute ,I use the rivet transform
node ,two advantage :save data & accurately position for controller.
Let's do it:
1）create basic scene
skin & blendshape deformation
3）create cluster deformation & attribute connectionthe most important thing is connect the final_pRivet1.worldInvetMatrix to cluster1.bindPreMatrix
John HuangZhen 20110315
personal website: qeeji.weebly.com
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