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Will a proximity wrap not work on a rigged head with facial blendshapes?

twal3
Explorer

Will a proximity wrap not work on a rigged head with facial blendshapes?

twal3
Explorer
Explorer

andy rig_prox wrap.jpgModifying the face mesh from a preexisting rig (the Andy rig), to change the appearance.  Taking that modified face mesh and placing it over the head of the Andy rig (like a rubber mask basically).  My hope was that the wrapped mesh would move with the rig's blendshapes.  Just wanted a cheap/easy way to modify the face on a fully rigged (and blendshaped) character.

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stephenkmann
Collaborator
Collaborator

 If its the exact same topology .. ie: you duplicated the mesh, and edited it.. 

 you can just insert the new face as a blendShape target.

 

I just made a video about doing this exact thing. 

https://youtu.be/YjWFkjbfOQI

 

 

Just FYI,  I would really only suggest this as a a quickie edit.. but it can get you pretty far cheaply.

 

the other thing to look at, depends on the changes you are making.. as the Andy controls, may have ways to edit the face already, to do what you are looking for.. and it so.. then I would suggest that option 

 

hth

-=s

 

 

 

 

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twal3
Explorer
Explorer

Thank you so much.  My "wrap mesh" option looked pretty half-aszed.  Inserting the edited face mesh as a blendshape was another thought...but being able to substitute it for Andy's preexisting, base "resting face" was the conundrum.  To make the preexisting blendshapes on Andy morph 'to AND from' my newly inserted base mesh.  I'll watch your video.

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