hey everybody!
I’m currently working on a facial setup for a relly weird looking character! I decided to go for a joint based setup as opposed to blendshapes as there is still a lot of experimentation to be done on this face, Anyway. I wanted to set up the joints to slide over underlying skull geometry, with the option of grabbing a control underneath and having a level of free manipulation.
for the sliding I thought I’d use the geometry constraint, but I find it to be highly inaccurate. as the oobjects position is stored in world space and then snapped to the surface. This often leads to unpredictable results moving the controls. For now I have settled to using a pointOnSurface node and Driving the U and V values via another controls translation, but what I really want is a way to constrain an object to a surface, with accurate controls (U/V values) but the ability to manually move it oon the surface like with the geometry constraint.
Has anyone an idea how to solve that?
cheers,
Alex