HumanIK rig, cannot add new blendshape targets without moving unwanted verts

HumanIK rig, cannot add new blendshape targets without moving unwanted verts

javor_alex
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HumanIK rig, cannot add new blendshape targets without moving unwanted verts

javor_alex
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Hello, I am having a problem with blendshapes setup. I think the problem is somewhere in the humanIK rig though. Attached is a maya scene with the problem rig (edit - having some issue uploading .mb file right now)
 
I used the Daz to Maya script which converts the daz rig to HumanIK, as well as sends over existing facial blendshapes. That all works fine. Problem occurs when I create a new blendshape. Whether I add a new blendshape node or add a target to the existing blendshape node, I get much unwanted vertex movement (i.e. the arms are moving even though blendshape target only moved mouth vertices.)
 
It is not related to the deformation order I think. I've tested that and it all works as expected. i.e., if i set to post deformation the blendshape works, except that it also cancels out my joint deformations. If I set to predeformation, then the problem occurs (but joint deformation works.)
 
I think it could be something like the daz model has some hidden offset values in the verts because the daz bind pose is different from humanIK? I've checked the CV's values in Channel box and it's all 0,0,0, however.
The reason I suspect this is because if I unbind the skin, the model shifts like so:
 

 

Note that the arm is offset from the skeleton. So it seems Daz somehow forced the mesh to conform with the skeleton and holds that offset value somewhere? But I dont know how to identify it.

 

 

 

Timeline of problem with pictures:

1. Blendshape created and set to happen after deformation gives correct results (next pic). (note that adding same target within existing blendshape node results in same behavior)
 

Annotation 2020-08-30 125316.jpg

 

This is the correct blendshape...
 
 

Annotation 2020-08-30 125327.jpg

 
The problem is, if deformation order is set to pre-deformation (before the Skin Cluster) entire arm moves, plus fingers get skewed.
 

Annotation 2020-08-30 125415.jpg

 

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javor_alex
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Having trouble editing original post. Heres some additional info plus a 30 second video showing issue:

 

https://youtu.be/6a3yKZ6E268https://youtu.be/6a3yKZ6E268 

 

If I unbind the skin, note that the mesh jumps off from teh skeleton (note the hand). This appears to be the inverse movement I am getting from the blendshapes.This is why I suspect there is a node somewhere that is forcing the mesh to conform to the skeleton. But what would that be and what can be done about it?

Annotation 2020-08-30 133957.jpg

 

 

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javor_alex
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Accepted solution

Solution is to disable the Skin Cluster envelope when adding blendshapes. This is where the offset is.

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