I have a character ready for animating.
I painted the weights and added a few influence objects to help add shape where I want.
But when I rotate the arm in Y so it is facing out forward, the shoulder vertices get messy.
I am unsure how to proceed.
I already have a blendShape1 node for facial blendshapes I made at the time of initial rigging.
I have cmuscle for the biceps and legs
The character’s bind pose is a T pose.
So if I want to create a corrective pose for the arm when the shoulder is rotated foreward in Y
how do I set it up so the vertices will move into the correct place but not make the arm go back into the T pose?
I tried making a positive and negative duplicate of the t pose and altering the shoulder area blindly where the vertices should go then duplicating the blendshape deformed original and making a new blendshape from that with parallel active
but it didnt work–the arm went back to a t pose as the shoulder area deformed.
I tried turning the character’s shoulder in Y and then creating a duplicate and altering that but it didnt work either.
Could it be a stacking issue? I am confused.
Need help on correct steps. Thanks.