Rigging and blendshape conflict

Rigging and blendshape conflict

Anonymous
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Message 1 of 3

Rigging and blendshape conflict

Anonymous
Not applicable

Hi, I am a beginner of 3D animation. I am animating a character with joint and facial blendshape. I model my character from a box model. After that, I make bind skin with the joint. Then, I extract the head from the body and duplicate it as morph target. Finally, the blendshape work fine but the rigging. The rigging only work fine when the blendshape value is zero. Otherwise the head will move out from the body. Here is the snapshot of the situation. Anyone have idea to fix this? Thanks.


螢幕快照 2017-04-25 上午4.41.59.png螢幕快照 2017-04-25 上午4.42.12.png螢幕快照 2017-04-25 上午4.42.23.png螢幕快照 2017-04-25 上午4.51.44.png螢幕快照 2017-04-25 上午4.52.06.png

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Message 2 of 3

kirbysteele
Advocate
Advocate

Hello Hoyin,

 

I suspect that the problem has to do with the order of inputs on your mesh. You can see them located in the channel box (see attached image 1)

 

To reorder them so that the blend shapes add to the rigging instead of overriding the rigging, do this process:

 

1. select the mesh

2. right click the mesh

3. navigate to Inputs>All Inputs

4. Move the blend shape node below the skin joints node by middle mouse dragging it.

 

If it turns out that your skin joints node is already on the top of the deformer stack (the list of all inputs) then I am incorrect, but hopefully this should solve the issue.

 

Hope this helps!

 

 

 

Message 3 of 3

Anonymous
Not applicable

Thank you kirby, I think your solution should be right since my tutor told me to do so. However when I drag it to the right order. Maya software warm me and not allow me to do that. Finally I solve it by combine the mesh and delete history and re - bine the skin. 

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