Spiffjackson
07-17-2005, 02:09 AM
Hi all. I am having a problem with connecting blend shapes to a rigged character. I sepparated the head from the body and it still works fine with my rig controls. It is a polygon character. However, when I try to add the blend shapes that I created off of that separated head I get a defromation ordering problem. I know that i have to have the skincluster node and the blendshape node in the right order under "inputs", but when I try to put them in the right order I get a message telling me that "warning: skinCluster1 is not deforming HeadSkinShape". Basically its saying that after I sepparated the head from the body the skinCluster is not effecting it anymore. Then how come the head still moves correctly with the rig? This is driving me crazy. My blendShapes just move the head back to origin no matter what I do.
Is there a correct way to sepparate the head from the body before applying blend shapes so that the skinCluster1 node is still deforming it? I selected the faces that make up the head and used -edit polys--extract(with separate extacted faces turned on). please let me know if there is a better way that will fix my problem.
clint
Is there a correct way to sepparate the head from the body before applying blend shapes so that the skinCluster1 node is still deforming it? I selected the faces that make up the head and used -edit polys--extract(with separate extacted faces turned on). please let me know if there is a better way that will fix my problem.
clint
