Hi all,
My name is Cypher. I am having a problem adding teeth to my rig.
I have successfully added in my eyes as individual models onto my primary human model. From there I made 2 nulls that are named, face attach and face control.
After that, I made 2 more nulls and parented them to the face control null. Named the 2 additional nulls as EyeAttachL and R. Added in some expressions with the “MoveTo” and “Align” functions and they work great.
Now I added in my teeth in the same individual model fashion, added in my expressions using the same approach as I did with the eyes in command tab:
Align(Khnum_TopTeeth,Khnum_FaceAttach,1)+ MoveTo(Khnum_TopTeeth,Khnum_FaceAttach,1)
Added in another variable and named it BottomTeethAttach (vice versa for the previous).
From there I added in the same functions within the new expression, only this time I changed it to this:
Align(Khnum_BottomTeeth,Khnum_Jaw,1)+
MoveTo(Khnum_BottomTeeth,Khnum_Jaw,1)
Now the teeth work like how I want them to. When I select the head bone and rotate pitch, both sets of teeth will follow the head motion when I set the expressions after IK. When I select the jaw bone and rotate the pitch channel, the bottom set of teeth will move separately from the top set of teeth.
My problem is when I toggle to Animate tab, my teeth are backwards now. Now my teeth are at the back of the model’s head.
I have done everything I can within my power to fix this problem and still clueless.
I have changed my expression order in command tab in the programmatic order of operations and reorganized them from top to bottom for proper Messiah calculating. Still nothing worked.
I have attempted to add in more terms and coefficients to help rotate the bones back into place in setup mode, toggled back into Animate tab and nothing worked. It looks as if the teeth are rotated 180 degrees so thats where I started when attempting to fix the problem in the expression route.
I have redone the whole process from scratch, added in the individual teeth models and still nothing happened.
Also tried to reparent the nulls in the item list to the face control and attach nulls and still nothing.
Thought it was the way the model was constructed so I went to investigate the problem in LW modeler. Teeth are fine, the placement is right on, still changed the rotation of the teeth to see what happens, jumped back in Messiah, teeth are now way off, more than before.
I am clueless on what else needs to be done, I know its something rather simple but is just a needle in the hay stack for me right now.
Can anyone help?
Here is a sample scene saved as .fxs extension file.
Thanks to all who replies and best wishes,
Cypher
PS–Sample scene zip consists of LWO extension files and .fxs extension file conventions.
If anyone needs the models to be converted to OBJ’s, please let me know on reply.
Thanks again.

here’s the thing with expressions. when you say moveTo. what it does basically is the following. it tells, cube2 channels (i.e x, y, z, h, p or b) to match cube1 channels. so basically it’s cube2.x=cube1.x which translate, x position of cube2 equals x position of cube1. so what can you do if you want to make an offset? there are many ways to offset your data in expressions, most of the time you’ll have to wire the channels seperatly, meaning each channel alone so you can offset, and then write an offset to the expression as a whole. To be honest I havn’t touched messiah expressions in a long time so I can’t remember how I used to do it easily there.