I need professional help. I created a joint based facial rig. The mouth is controlled by a spine Ik with several control curves applied to the clusters.
I have problems with following the Spine the rotations of the head correctly, translation is no problem. I dont no how to parent my Spline Ik to the character correctly, currently the amount of controllers which control the IK chain, is parent constrained to the head/jaw joints, except the outer mouthcorner controllers.
There are RP IkHandles for controlling the “laughing” shape. I parent constrained the outer mouthcorner controllers (Clusters ofSpineIk) to the same controllers which controls the ikHandle.
The other remaining controllers are parent Constrained to jaw joint (lower Lip) and head joint (upper Lip). So I can tweak the lips on top of the “laughing” Shape.
I attached a example Maya file, if you dont have time to play with it, because its a little bit confusing, my general question is: how to integrate/parent a spline Ik in a rig? because its behaviour is different to other Iks. There are also other little “features” you might wonder about. The “jaw switch” controlls wether the mouth stays open or closed (chewing) as the jaw is rotating.