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I have 2 issues. In problem 1 the blend shapes work with the animations and in problem 2 the geometry moves (up and down) when I activate the inputs. I've done all the obvious stuff but I can only do one or the other. I can't figure out how to make both work simultaneously. If I change the envelope to 0 on one of the targets, it changes the values for all targets and includes the main character shape. I don't think it's instanced because making a new blend shape and paying special attention to it not being instanced yields the same result. If I move the blend shape under the skin cluster the animations work as they should but the head moves up and down when I activate the face values. If I move the blend shape above the skin cluster the face moves back to the original coordinates and doesn't not move with the rig. The only thing I can think of is that this is somehow instanced but not sure how, I'm out of ideas. Thank you for your help.
Solved! Go to Solution.
Solved by stephenkmann. Go to Solution.
your order of deformers is reversed of what it should be..
you want the blendShapes to happen first. and then the joint to move the skin.
To change this. select your Skinned geo. and rt click in open space. and in the menus find "all inputs"
this will open up a UI that allows you to change the order of deformers using the MiddleMouseButton
drag the blendShape down. to be before the skinCluters
hth
-=s
ok, so I looked at your file.,
Your targets are all not matching correctly to the base when they are zeroed out.
so you need to match the targets to the un-deformed based shape ( and also ungrouped zeroed) .
I also noticed that your joints are not at the default Bind pose. so when you turn off the skin cluster envelope the geometry moves. . I'm not sure if this is from grouping and moving. or something else.
made a quick video on how to fix your issue
hth
-=s
Awesome! Thank you for the detailed video. I’ve been scouring YouTube and this is by far the best detailed solution I’ve found. This was really beating me up.
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