problem with facial bones rig


#1

Hello,
I have a problem with a facial rig with bones that there is no way to fix it. It is a character with his full body rig and head, besides the head and neck bones, I have made ​​the jaw system which works perfectly, but in the eye when the head is in its “normal” position so good, I can move the eyebrow area through a control panel with splines that I created, but when I rotate the head, the model (skin) is deformed and do not understand why.


#2

are you getting double transformations? Is your head mesh constrained to anything?

n


#3

Do you have an image of the deformation ? It would be easier to help you


#4

everyFrame, I don´t know what do you mean when you say “double transformation”. Attachment 3 pictures to help understand.


#5

its hard to tell, but it doesn’t look like all your points are weighted. Each points influences all need to add up to 100%. I don’t know much of Max, but you probably need to turn on normalize points, or open up and weight editor, and examine all the deformers influences.


#6

Do you have “upnode” on your lookAt constrainte (i suppose that your bones around the eyes have lookat)…if not (WORLD by default), choose the head anim control and update your skin (desactive and re-active “always deform” options in skin modifier)


#7

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