View Full Version : adding refining controls to blend Shapes

12 December 2007, 05:27 AM
I'm wondering how to add some extra joints or clusters to a face that has a bunch of blend shapes already.

These controls would stick on the mesh so that when the blend shape deformed the face the control handles would move with the mesh.

any ideas ?


12 December 2007, 03:52 PM
HI Jason !
Personally i think you can't have a facial setup with both blendShape and cluster/skin Deformer.
Since BS is working on vertex movement and the deformers comming above the blendShape the output won't be good. Still you can try parentConstraint the control curves to the hair follicle generated by selecting the face of the mesh .


12 December 2007, 09:54 PM
you can get some very good additive deformations after blend shapes are applied

check it (

and check out this thread ( it's a long and ongoing thread but eek has some killer solutions in there.

12 December 2007, 03:22 AM

check out this : keith Lango 's facial controllers movie :

this is a common approach even advocated by eric miller and other seniors !

now getting the rotates and scales of the controllers to effect the clusters properly is what i havnt done much work on. but shud be of much help so far !

12 December 2007, 05:12 AM
How about Rivet? I find it useful. If no smooth, it works nice. After mesh smooth , rivet's position shift a bit. Any one use rivet when facial rigging? Any problem when smoothed?

12 December 2007, 05:13 AM

ya rivet shifts as u hav the smooth UV option on in ur smooth.. even follicles around sharp edges move on smooth....

what i do is, make a diff mesh (rig mesh) on which u atach all ur skin, deformers, rivets, follicles etc.. and then u hav a final UV + shader attached mesh (render mesh) which is just driven by the blendshape node..from the rig mesh

so i have my own UVed mesh for my rigging purposes and still can only smooth the render mesh and it doesnt have any these kinda issues...

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12 December 2007, 05:13 AM
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