I don’t think he meant “using meshes” to drive the controls. What he meant is he is using “copy weights” to 'transfer" weighting from a “copy” of the mesh.
I do this all the time with referenced meshes. Copy weights to a duplicated mesh. bam done.
Correct me if I’m wrong.
john
hyper real face rigging WIP
no dude your wrong , what i did was duplicate the mesh then copy the skin weight so i move the jaw those tho mesh match perfectly since they are skinned same way . then on the second mesh i have pinned the controls that are drove from those pieces of geo so the controllers follow perfectly the geo without running into bugging cycles
Nice work Marco. Yea, using another piece of geo to drive joints is something I’ve done in the past with decent results. I worked on a prop for a game asset where I wanted to have piano keys lift off and look cartoony but had to be driven by joints. The effect was pretty cool and looked like sliding skin. A little demo movie of the effect. The basic premise is using re-parameterized nurbs curves that are lofted and driving the deformations with the joint. Never tried this on a face but could be used to add some nice subtle effects.
-Sean
yeah i saw the same effect i believe on farenaith digital tutorial . It s pretty cool but never applied it until now . Might be cool on a face tho maybe around cheek area
Hey Sean long time no speak. For what you have described with the piano keys I would see where the joints on a mesh would work great and the example you posted works great for certain scenarios.
I just think for a face rig math nodes directly on grouped joints would work just as fine and you dont have to add the extra step of skinning and riveting.
Well that is the beauty of maya there are 5 ways to skin a cat. So Marco shows us your technick of how you like to skin a cat. Lol
Sean, that slide thing is great but i didn´t quite understand what you explained. Could you explain it with more detail or maybe provide a link with a tutorial?
@nottoshabi…what you say about groups of joints, if i understand your idea correctly, dont give the same results. Here is an example, check the offset joint, wich is deforming the geo and is driven by the same geo is deforming. Rotate all the joints and see the offset joint position…you say you can do that with math nodes?
JM-art. Why is the offset joint beign driven by the same geo it deforms? There is a thread in here dedicated to facial rigging and it will tell you what I mean about math nodes and grouped joints. It is also a great read.
IS not being driven by the same geo, sorry if my previous post is confusing , but in the thread we were talking always about a duplicated geo with same cluster weights as the main geo, as in the attached file i uploaded. I can see the benefits of doing this…also i´ll read that link carefully later to understand what you are saying about math nodes.
Cheers.
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