CGTalk > Software > Autodesk Maya > Maya Character Setup
Login register
Thread Closed share thread « Previous Thread | Next Thread »  
Thread Tools Search this Thread Display Modes
Old 11-29-2012, 12:54 AM   #1
Maya Sloth
eggly bagelface
Sydney, AU
Join Date: Apr 2010
Posts: 562
Adding (via djRivet) detailed 2ndary sculptors to a primarily driven blendshape face.

I'm rigging a face primarily driven by blendshapes (and joysticks).

I need a point in the right direction how one goes about adding small detailed face sculptors (a secondary layer of control) that follow with the mesh.

I understand a rivet script (most likely djRivet), a single joint (tip/end only) are involved.... and that joint gets added to the character's skinCluster and a small amount of weight painting is involved for that region.

Is that, right? I've tried to dissect rigs I have that have this setup but I can't nail their relationships.... yet. I can't reverse-engineer this one. So I need a step by step.

Any clues?
Any website links?
I've googled for ages. The closest I've come to an answer is a video tut involving another piece of geometry (a "ribbon") that contains the rivets (follicle) that is only parented to the main head joint... but it does not follow the vertices deformed by a blendshape change.


Last edited by egglybagelface : 11-29-2012 at 04:08 AM.
Old 11-29-2012, 04:44 AM   #2
City, Afghanistan
Join Date: Nov 2007
Posts: 540

Rig up a duplicate head with joints / clusters.

Pipe that into your main (blendshape driven) head as another blendshape.

On your main (blendshape driven) head, attach rivets where the joints / clusters are (on the other head).

Make some controls that are parented to these rivets that in turn, drive the joints / clusters (usually via direct connections - not parent constraints).

Put a group above these controllers (in the same position) that subtracts the translate values of it's child and puts that back into its own translate values to counter the double transform you'll get.
Old 11-29-2012, 07:43 PM   #3
Maya Sloth
eggly bagelface
Sydney, AU
Join Date: Apr 2010
Posts: 562
I worked it out:

1 word:

Old 11-29-2012, 07:43 PM   #4
CGTalk Moderation
CGTalk Forum Leader
Join Date: Sep 2003
Posts: 1,066,478
Thread automatically closed

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
CGTalk Policy/Legalities
Note that as CGTalk Members, you agree to the terms and conditions of using this website.
Thread Closed share thread

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Society of Digital Artists

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump

All times are GMT. The time now is 10:43 AM.

Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.