I’m currently coming up with some new facial rig stuff. I want to keep morphers (because they are quick to create and we need speed in our pipeline) but at the same time add some facial controls that are skinned in to allow me to push the face around on top of the morph target. Basically just get a little extra control for when we need it
I came up with a method that involves attachment constraining some points to the face mesh. Creating dummies on top of these points and linking them to the points, and then finally creating a bezier spline that is link xformed at different vertices along it’s length to the dummies. I would then skin parts of the face mesh i want affected back onto this spline.
This way as the morph targets targets mix in, the spline is completely following the shape of the mesh as it changes, and by moving the dummies it allows me to push the face around with the morphs still on top.
In theory this works, but of course by skinning the face back onto the spline i’m creating a dependancy loop. Is there a way for me to do this at all?
I’ve thought about making a proxy mesh and putting everything on that, but it is still involved in the loop so this idea won’t work either.