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I want to use joint base facial setup in my Demo.Any kind of drawbacks in Joint Base Facial Setup.
It has the limitations that you won't have as much granular control, but it can certainly be done.
A combination of both joint and blendshapes would probably give you the most control. (if you are using only native tools)
I wondered how you do to use both blendshape and joint deformers... I would like to have a blenshape based rig with joints for little "tweaks", but how do you make the joints follow the blendshaped surface?
i just read your post .... there is one way , to do it "this way":
1. in order to create locators , which follow you blendshaped-face:
- you might want to use "surface Attach"-locators , which you can create from the "muscle"-menu ( bonus Rigging-feature ) , make sure you have the muscle-plugin loaded ) .... this is about the same , like if you would create a "rivet" .
2. then , you put your joints into these locators , and make an offset_null_group
3. bind your joints to the mesh
then do the TRICK
4. in order to prevent doubleTransforms , when the locator-joint-groups move around , driven by the blendshape:
connectAttr the offset_group.inverseWorldMatrix to the ".preBindMatrix" , of your joint.
if you did it properly, this way , you will have a regular-blendshape-setup , with the additional possibility to tweak the surface with joints, which move around with your blendshape-face .
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