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Problem with Blendshapes and Rigged Model

Problem with Blendshapes and Rigged Model

jfinnie
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Message 1 of 4

Problem with Blendshapes and Rigged Model

jfinnie
Contributor
Contributor

Hi, I have a model that I’ve rigged and skinned that I added blendshapes to so the face can emote but I’ve ran into a problem that I am unsure how to fix.

 

The blendshapes were working fine until I added them to a control (the head control) using add attribute and the connection editor. What happens now is that if I add a value to the new attributes that connect to the blendshapes, the skinned mesh will move to the position of that particular blend model.

 

The blend models have a skin cluster, however I am unable to unbind them. I get this error message when I try:

 

 // Error: file: C:/Program Files/Autodesk/Maya2020/scripts/others/doDetachSkin.mel line 129: Must select a skin to detach.

 

The blend models aren’t bound to the rig and do not follow it’s movements, however the skin cluster is still they’re from being duplicated from the rigged model.

 

I have the blendshapes input placed at the bottom of the skinned model’s inputs via right click > inputs > all inputs.

 

I hope someone is able to help or has encountered a similar issue in the past. I’m hoping I don’t have to start blendshapes over again.

 

Thanks in advance.

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Accepted solutions (1)
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3 Replies
Replies (3)
Message 2 of 4

jfinnie
Contributor
Contributor

Here's a couple pics,

Here's the rigged and skinned model along with the blendshapes. Here the "L Blink" value is at 0.blendshape problem 1 copy.jpg

blendshape problem 1 copy.jpg

And now the blendshapes are hidden and L Blink is set to 1. The skinned and rigged mesh moves to the postion of the L Blink Blendshape.

blendshape problem 2 copy.jpg

I am unsure how to correct this.

 

Message 3 of 4

dinofiguera
Collaborator
Collaborator
Accepted solution

the skin cluster node copied with the duplication of the object is not active, which is why you can not detach the skin, The skin is already detached.
To solve the problem, select all of your blend shape copies that make the main geometry move.  Bring them to the origin and freeze their transformations.  This should solve the problem.
Let me know if this does not work so that we can use the plan B 🙂

Message 4 of 4

jfinnie
Contributor
Contributor

That worked! Thank you so much! I was worried I might have to start the whole process again. Thank you for providing a clear and concise solution to the problem!

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