Blendshape problem


#1

Hi all.

I just add some blendshapes to a face that was previously skinned and rigged.
I add the blendshapes as parallel and everything looks ok, they all work together and the general rig controls still functional, BUT when the caracter face rotates for any reason, the blendshapes keeps pushing to the initial direction based on the world axis instead of the face local axis.

Let’s say im using the “nose up” blendshape
the character is facing front and the nose goes up in the positive Y axis as expected.
So far the positive Y axis is the same for the world as for the character… BUT if I rotate the character face to look up, the blendshape keeps pushing up in the world’s positive Y axis, so now the “nose up” looks like a “nose forward”.
Finally if i rotate the face 180 degrees to look back inverted, the nose still pushes to the world Y positive axis, so the “nose up” blendshape looks like a “nose down”

i hope y make myself clear
any help?


#2

Yes, this is due to the deformation order.

You need to make sure the blendshape is at the beginning of the history chain, feeding into the skinCluster. This ensures that the skinCluster acts on the already deformed mesh. Delete the parallelBlender/blendshape node on your base shape and re-apply a blendshape deformer, but this time make sure it’s deformation order is set to default (not parallel).
Now select the base shape, rightclick -> Inputs -> All Inputs… In the window that appears, middlemouse drag the blendshape down so that it sits lower than the skinCluster/jointCluster node in the history.

Now it should work as expected. Make sure to add any other blendshape targets to the same blendshape node.


#3

Yup! Nyro is right. Try adding all the blendshape as “Front of Chain” or shuffle the deformation order.


#4

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