Hey everyone,
I’m having a weird issue I was hoping someone could help me with.
I’m doing corrective blendshapes for a joint based facial rig, and I’m having an issue where the corrective blenshape is deforming the mesh in an unexpected way - basically, it modifies some verts that aren’t supposed to be moving.
I should point out that the “rogue” verts that are modified are always the same ones, in exactly the same way, regardless of the blendshape applied.
I’ve attached some images (one is a GIF) to help understand the issue a little better (note that I used an example that would be very obvious and not an actually usable deformation!).
GIF —> https://drive.google.com/open?id=0B3YQ0nLNYkxZSnUzd1gtdFl0djA
Image outlining problem areas —> https://drive.google.com/open?id=0B3YQ0nLNYkxZTm9qdmhGSTNTa0E
As you can see I highlighted the verts that shouldn’t be moving, but do so when I apply the blendshape. The SAME verts move regardless of the blendshape mesh I apply
In terms of the deformation order I’m using, it’s set to “front of chain” - interestingly, the rogue verts are only affected when I use this method - if I use “default”, the issue doesn’t occur, however I can’t use this method since when it is used to correct an already deformed mesh (ie: to correct an open jaw), it deforms it back to the full corrective difference pose.
Can anyone help me out with this?