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Hi there,
we've been running into an issue wherein the pose editor appears to be activating blendshapes on a rigged character in world space instead of the controls local space.
We've set up a character with a corrective blendshape set up on each shoulder. Each blendshape has four targets one for foward movement, one for backward movement, one for up and one for down.
The arm setup is a simple IK FK scenario with three arm chains (FK, IK and bound) linked by blend colour nodes via the rotation channels. The mesh is skinned to the bound joints with IK and FK acting as drivers.
We used the bound shoulder joint to create the interpolator and then set the Fk shoulder control as the driver under the advanced settings and used this to create the neutral poses and active poses. (however we also tried remaking it simply using the joint as a driver whilst trouble shooting and it also does not work)
If the character is in the neutral T pose, and we rotate the characters shoulder forward using its FK_Shoulder_Control, the individual forward target activates, this is the correct behavior, the same goes for arm up, arm down, and arm back.
The problem occurs when we rotate the character from the waist forward to, let's say 90 degrees, (so he is bent forwards) then if we try to rotate the shoulder forwards (relative to the characters chest) the arm down blendshape activates, not the arm forwards.
We've tried replacing the blend colours with pair blends, setting all of the poses to swing only, turning on independent rotation in the advanced settings and typing in rotation cap values, tagging the controls etc and nothing has helped.
Below are screen grabs of the issue. At this point any assistance would be greatly appreciated. Thank you
Solved! Go to Solution.