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View Full Version : connect- Blend Shape to skeleton


poult
04-28-2011, 11:08 PM
i've rigged my character. then i add some eye bland shapes

the prob is that when i move the head and then lift up the bland shape- the head return to his 0 position (i guess since the bland shape node is higher in hierarchy)

anyways- is there a way to connect the blend shape node to the had joint or so?

all i want is to find a way, so that my eyes blend shapes will move with the rig..
:banghead:
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ps: i'm using Maya 2011

shinyprem
04-29-2011, 01:23 AM
Hi..!
Goto the inputs and pull down the BS node under the skinCluster node.
Rgds,

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04-29-2011, 01:23 AM
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