multiple bindings to polygon


#1

Hi,
I have a character I have rigged with mixamo’s auto-rigging script (I used this instead of rigging my own character because it allows compatibility with mixamo’s instantly available set of animations). The thing is, mixamo doesn’t produce any facial rigging, so I need to do this myself. This is fine, so I need to create a joint structure for the face that will bind to the character’s polygon and allow me to control the face using a separate controller. However, this script does the binding of the polygon to the skelaton that the auto-rigging tool creates, so maya won’t let me do the binding.

Thus the question - is it possible to have two bindings here? Please consider that if I chop off the head as a separate polygon, this will prevent the use of pre-made animations


#2

Sounds like you’re using Maya?

You could rig the face on a seperate version of your mesh then pipe this mesh as well as your Mixamo rigged mesh into a third ‘render’ mesh as blendshape targets. This way you also have the option to add a ‘keyframe’ rig as a third blendshape at a later date if you find the Mixamo rig limiting.

Good luck


#3

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