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Joint base Facial setup (4 posts)

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  1. baljeetbhartiya

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    Member
    Posted 6 years ago
    #

    I want to use joint base facial setup in my Demo.Any kind of drawbacks in Joint Base Facial Setup.

  2. Javier "Goosh" Solsona (admin)

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    Key Master
    Posted 6 years ago
    #

    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)

  3. pataz

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    Member
    Posted 5 years ago
    #

    Hi Javier

    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?

  4. sim.On

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    Member
    Posted 4 years ago
    #

    hey pataz,

    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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