Hybrid facial setup

Hallo there tech-folks;

I am working on a hybrid Blendshape/Joint based facial rig and was running into in issue I just couldn´t find a solution for. In order to create the facial hybrid functions, I worked with three models for the character. One for binding the character, one as a target for all the blendshapes and one for the facial rigging via jnts. I rigged them so that the facial rigging model goes as a blendshape into the blendshape model, which allready has blendshapes applied to it. Blendshape coming from the facial rigging model goes as the front of chain deformer before the main Blendshape node and the Blendshape model inputs on the bind model in the end. The joints on the facial rigging model only get direkt connections. Through this you can normally use scale and so on. However: The Problem is, that whenever I activate a BS controll, the joint ctrls are flipping the directions. On the facial rigging model i am moving the ctrl to the right, on the bind model it outputs it going to the left. I tried everything I could think of but coulnd´t solve it so far.

Thx for any help.

[QUOTE=Eywen24;26095]Hallo there tech-folks;

I am working on a hybrid Blendshape/Joint based facial rig and was running into in issue I just couldn´t find a solution for. In order to create the facial hybrid functions, I worked with three models for the character. One for binding the character, one as a target for all the blendshapes and one for the facial rigging via jnts. I rigged them so that the facial rigging model goes as a blendshape into the blendshape model, which allready has blendshapes applied to it. Blendshape coming from the facial rigging model goes as the front of chain deformer before the main Blendshape node and the Blendshape model inputs on the bind model in the end. The joints on the facial rigging model only get direkt connections. Through this you can normally use scale and so on. However: The Problem is, that whenever I activate a BS controll, the joint ctrls are flipping the directions. On the facial rigging model i am moving the ctrl to the right, on the bind model it outputs it going to the left. I tried everything I could think of but coulnd´t solve it so far.

Thx for any help.[/QUOTE]

It’s quite hard to tell exactly what you mean, but it kind of sounds like it’s something to do with how blendshapes work additively. A blendshape morphs the model by working out the difference of each vertex between the blendshape and the original model.

It could be evaluating it in the wrong order- maybe it’s seeing the blend shape as the original model and vice-versa, causing it to go in the opposite direction to what you expect.

[QUOTE=Twiggy;26099]It’s quite hard to tell exactly what you mean, but it kind of sounds like it’s something to do with how blendshapes work additively. A blendshape morphs the model by working out the difference of each vertex between the blendshape and the original model.

It could be evaluating it in the wrong order- maybe it’s seeing the blend shape as the original model and vice-versa, causing it to go in the opposite direction to what you expect.[/QUOTE]

Thx for the reply. I was trying to have the jnt Ctrls follow the Blendshapes movements aswell as being able to further improve the facial expressions of each shape if needed.

I was told the setup was the most used approach for this kind of case. You need three models in order to avoid circle errows and the direct connections for the jnts, so that they never move unless you move the ctrl.

hello Eywen24,
As long as i am understanding your problem the output which you are looking for,can be achieved basically using two model itself.all you need to do is rig the facial using joints in one of the model and apply all of your blend shapes in that model itself in which joint facial rig is done(using front of chain) .and then apply its blendshapes to the rigged model (using front of chain). two things to be kept in mind one is you need to make direct connection to the joint with the facial control and other is drive your facial control using any onmesh script like rivet using rigged model mesh.

[QUOTE=cgartist.rigger;26109]hello Eywen24,
As long as i am understanding your problem the output which you are looking for,can be achieved basically using two model itself.all you need to do is rig the facial using joints in one of the model and apply all of your blend shapes in that model itself in which joint facial rig is done(using front of chain) .and then apply its blendshapes to the rigged model (using front of chain). two things to be kept in mind one is you need to make direct connection to the joint with the facial control and other is drive your facial control using any onmesh script like rivet using rigged model mesh.[/QUOTE]

hey, that basically is acually what i am doing exapt i am using three models for the setup, but still its flipping the directions i will post a view screenshots to demonstrate it. later on.

OK, sounds like a transform problem. maybe the parent group for the control was set to a negative value in the X axis?

[QUOTE=ricoMambo;26184]OK, sounds like a transform problem. maybe the parent group for the control was set to a negative value in the X axis?[/QUOTE]

I did find the solution. It was acually a matter of applying the BS to the existing BS rather than creating a new second one. But that did the Trick! Thx for the advise.

cheers

ah,OK i got what you mean. good that you found out whats wrong