|11-29-2012, 12:54 AM||#1|
Join Date: Apr 2010
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 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.
|11-29-2012, 04:44 AM||#2|
Join Date: Nov 2007
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.
|11-29-2012, 07:43 PM||#4|
Lord of the posts
Join Date: Sep 2003
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