cyrax02
05-30-2011, 02:44 AM
I tried looking for an answer to this question in the stickies posted here but found a lot of links were broken, so if this has been answered somewhere already I apologize.
I'm in the process of modelling a character in ZBrush that I plan to fully rig and have blendshapes driving facial animation. My question is this: As I am modelling the character as a whole, how do I create the target meshes to drive the facial blendshapes? Do I simply use a full mesh and paint blendshape weights just around the face, or do I split the mesh at the neck? If I split the mesh, how do I reconnect the two together again while retaining blendshape integrity and having no visible seam at the neck while animating?
I'm using Maya 2010 for animation, ZBrush 3.5 for modelling.
Thanks.
I'm in the process of modelling a character in ZBrush that I plan to fully rig and have blendshapes driving facial animation. My question is this: As I am modelling the character as a whole, how do I create the target meshes to drive the facial blendshapes? Do I simply use a full mesh and paint blendshape weights just around the face, or do I split the mesh at the neck? If I split the mesh, how do I reconnect the two together again while retaining blendshape integrity and having no visible seam at the neck while animating?
I'm using Maya 2010 for animation, ZBrush 3.5 for modelling.
Thanks.
