Edit : It looks like your modification worked ! Thanks !
Cool, I’m hoping to post a version with the new forehead/eyebrow controls soon…everything takes longer than I expect though.
BTW, Where are the constraints in the rig ? ( I can’t seem to find them. )
Surely the constraints are already set …right ?
The constraints are in the “Relationships/User Properties Relationships” folder…there are a lot of sub-folders. They are set, but, you’ll probably have to modify a few settings depending on the character you hook up to the rig…I went into some detail on the Hash forums here (the May 8th entry).
Also when you set CP weights, you say that you do this manually - how ?
Do you assign CP weights first and then edit them manually later ? ( Why does it not show that the bones have a CP weight in the PWS then ?
First, I “ballpark” the CP’s by just assigning them to the bone that I think will have the most influence in bones mode, then I hide everything except the section of the face I want to work on, open a new Action, move things around manually and adjust what doesn’t look right by selecting the points in question, right-mouse clicking, selecting “Edit CP Weights” and setting the bone influences there. One thing to remember is that AM will make the total percentage of influence add up to 100%, so, if you need say just 80% influence from a particular bone or group of bones, assign the 20% you don’t want used to a neutral bone…for the face, I use the head bone. Later, when you move that portion of the face another direction and find you need to have another bone’s influence, use some (or all if necessary) of what is applied to the neutral bone…making sure that the percentages add up to 100%.
I think to get the indicator in the PWS that there is CP weighting you have to set the “Bone Falloff Curve” in the “Properties” of the model…not sure about that, but, that’s how I have been able to make it appear. Since I don’t use that, I’m not as familiar with it.
One change I would suggest in the rig would be to have the top lip bones ( the LR/UD bones ) a different color from the bottom bones. Also the side bones could be a different color as well ( white is good )
I haven’t bothered changing any colors of bones, but I can see how it would be helpful if someone is importing the rig into another model…I’ll do that on the next one I post. So, would you want the LR bones a different shade of the same color as the UD bones to help differentiate them? And would you want the lip bones to have the same color scheme? I guess I could color coordinate the whole face…it would make explaining what to hook up where easier. Any preferences?