ugly deformations with influence spline


#1

Hi, I’m trying to rig lips in Maya using splines as influence objects in a skinCluster. But I’m not satisfied with the deformations I get. The spline itself a has nice smooth shape during animation but the mesh doesn’t seem to follow the spline tightly and looks jagged. Have I done something wrong or it is normal and my expectations are too high?
In the image you can see a part of my mesh deformed by the spline.


#2

Not sure, but did you try the same with quads instead of tris?


#3

I did a quick test with two cubes, one triangulated and on with quads and deformations look exactly the same. I think it is just the way the deformation of a stretched curve is interpreted by a skin cluster. I have made another curve on each mesh vertex (previously I simplified the curve to have less clusters). Now my curve for upper lip has around 30 verts, so I skinned this curve with 7 joints, and when I translate and rotate these joints I have better control over my lips shape. My lip still is a little bit wavy, but I can call it acceptabe :confused:
Has anybody encountered such issue? What in your opinion is the best way to rig lips?


#4

You can attach joints to your curve using a pointOnCurveInfo node. Plug the curve into the node, plug the position to the joint, adjust the parameter of the POCI node(this will determine where the joint will sit on the curve). You can then skin the joints to your geo so you can paint weights, and you still maintain your rig’s control using the curve.

I use a similar setup for my ik rigs(ribbon), except I use surfaces and pointOnSurfaceInfo nodes.


#5

Thanks guys,
I will definitely try this out and check the results it gives.
Now I created my spline from another edgeloop. Previously I chose the edgeloop where the lips connect, now my spline goes through the middle of lip’s “height” (hope you get, what I mean). And for some reason it gives nicer deformations. Havens know why :wink:


#6

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