Hi there,
I´m coming from Max and even there rigging isn´t my specialty, but now I have to create blendshapes for the main character of the short film I´m working on for our rigger.
Last time I created a facial rig, I worked off from a tutorial by Paul Neale, which used morph targets (aka max blendshapes) to create all the expressions.
In this tutorial it was possible to just model symetrical shapes and then select the influences in the morpher to create the asymetrical expressions.
There were some issues with this approach concerning the middle vertices specifically for the mouth shapes.
because separating them into left right shapes and then combining them back together made them add up.
So I was wondering if someone could point me in the direction of how to approach this for maya? how do I properly model blendshapes for left and right separately? What do I need to care about (apart from the obvious to separate the eye area from the mouth area for example)?
I use Zbrush for the modelling part and then export FBX for each blendshape.
