Corrective Blendshapes on Animated Referenced Rigs

Corrective Blendshapes on Animated Referenced Rigs

Anonymous
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Corrective Blendshapes on Animated Referenced Rigs

Anonymous
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Hello, quick question about Corrective Blendshapes workflow.

 

Obviously when animating a referenced character you end up with all kind of poses that you didn't plan for when creating your correctives. When you have a character referenced into a scene and animated, what is the best way to go about doing correctives? Is it ok to just create and key your correctives directly in the animation scene ( with the assumption you will never again need those correctives)? Or is it best to recreate the pose as best you can in the original file and do the corrective there? 

 

Thanks,

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Anonymous
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Hey @Anonymous

What we have done before in studios is to add correctives to the original rig. Normally there's animators and riggers separately so the animators would tell us riggers what needs to be corrected, therefore it would be in the original rig file that needs that corrective.

They usually tell me which pose causes them issues so I match that similar pose in the original rig file and correct from there, that way every animator is working with the exact same rig. Also important to keep your main rig files as backups, just in case the new one you make breaks! (:


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Daniel López de Medrano

Remote Character Rigger
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