Corrective Blendshapes mess up when I move the master control


#1

Hi everyone,

I am having huge issues with corrective blendshapes. This is what I did.

1)Used abAuto Rig.
2)Bing the mesh to the joints.
3)painted skin weights
4)duplicated the original mesh, moved it to the side, (did not freeze transforms), renamed it bridge, created a blendshape between bridge and the original mesh using front of chain.
5)duplicate the bridge, moved it to the side (did not freeze transforms), renamed it L_70_Z, created a blendshape between L_70_Z and the bridge using front of chain.
6)turn on all the blendshapes.
7)rotate the shoulder control 70 degress in Z.
8) moved the vertecies in L_70_Z in the X direction to get the deformation I want.
9) Set driven keys for the deformation to turn on and off.
So far so good I rotate the shoulder everything works fine, UNTIL I rotate the master control. As soon as I rotate the master control the deformation malfunctions.

It seems that the vertecies move in relation to world space. they are moving with the character but in the wrong direction.When I rotate the master control 90 degrees the vertecies are still moving in the X axis instead of moving in the Z access.

I hope this all makes sense. Any ideas you may have will really help.


#2

Is the deformation order correct?


#3

Hi , I’m not much of a rigger, but I agree with Tim , it sounds like a deformation order issue.
I’m assuming you’re working in Maya? Try right clicking on your main mesh ( the one with the skin etc.)
select “inputs”, “all inputs” . A menu will pop up with all your different inputs like skin and blendshapes. Just click and middle mouse button drag to alter the order. Try placing the blendshape in different positions - I think towards the bottom, below your skin , might be best?

Ok hope that helps even vaguely!
K


#4

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