I’ve created a ‘smiley man’ character and its skeleton using the HIK system. I’ve bound the two together and painted skin weights to suit. The head is separate as I want to use ‘blend shapes’ to make the mouth move. I’ve parented this to the head joint. Everything moves perfectly (well as perfectly as I need). Everything is grouped together so I can import and locate it into an existing set. This is the problem. When I move the group, the character mesh and it’s bound skeleton move at VERY different speeds/distances as if they are not connected. The head moves with the skeleton and so do the spare blend shape heads. Does anyone know a) why this is happening and b) how to fix it…??? Any help will be greatly appreciated
Moving your finished rig
Leionaaad
#2
This is expected to happen if you move the group, is called double transformation. First, the joints move because they are parented to the group. The geometry is also parented, so that moves too, but then an extra translation is added, because the geometry is moved by the joints too.
Select the skinned geometry and in the attribute editor in the transform node uncheck “Inherits transform”. This will make the geometry basically ignore what you are doing with the group and following only the joints.