Blend shape rotates model after turn on


#1

Hello guys,
I did a couple of blendshapes and then applyed them to my rig. But when I turn on the blend shape, the model rotates slightly in Z. Things to consider:

  • The pivot points of the main model and the blend shapes are the same
  • The blendshapes are NOT freezed
  • The blendshape node is in front of the chain
  • There is no rotation in the blendshapes
  • When the model rotates, it does not add any value to the geometry, neither to any group

Does anyone already had the same problem?


#2

Hi,
Did you duplicate the model to do your BS after switching “off” all the deformers and the skinCluster of the base mesh?
There could be that slight position change i the binding time or so.
Regards,


#3

Hi shinyprem,
that was the problem… thanks. I don’t know why, but when I skinned my character, he rotated a little bit (without adding rotate values), and I duplicated him with that rotation. When I turn off the skin node, it works.
Seems like I’ll have to redo my skin :confused:

Thanks!


#4

Hi
Need not do the skinning again. Just unbind the skin with history “on”. Then rebind the mesh with same set of skin joint. You will have the skin data protected .
Regards


#5

Thanks a lot!