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Bugs (164 reported) Help make this item even better. Your bug reports are appreciated!
Click here to report a bugBugs
Corrective blendshape breaks the rig
Status | pending |
---|---|
Priority | low |
Date | 04/21/2014 |
Submitted by | Scorpion_laz |
Greetings, Dustin!
I’m making a rig with RRM for a stylized character. There is a minor problem with joints for corrective blendshapes. I’m trying to make a standard addition: a blendshape switches on when a leg is bent.
Unfortunately, when I unlock the rotation channel in the hip-joint and connect it as a driver (using driven keys), the rig breaks apart—the IK-system in the leg stops working.
Could you please suggest a workaround? For example, are there other elements that could be used as a driver for corrective blendshapes?
A little side question: it appears that there are several chains of joints on top of each other in arm modules. It is a bit confusing and the Mirror Weights function isn’t working flawless.
Well, since I’m writing it, I’d like to make a suggestion. It would be nice to have a function that chooses automatically all the relevant channels for a character set.
Comments on this bug:
-
Scorpion_laz said over 10 years ago:
All right, I’ve found a simple workaround myself. Probably it might be helpful for my colleagues. I made one more control curve and connected it to a hip-bone using an Orient constraint. Then I could use the values of the curve as a driver for a corrective blendshape. This workaround isn’t great, because the rig is already heavy (something to consider) and more constraints are clearly superfluous. -
Dustin Nelson said over 10 years ago:
There shouldn't be anything preventing you from driving your blend shape value with the rotation of the joints. You can unlock the values, just be sure not to break the connections. If you are still seeing the issue, can you send me your file with the issue? It would be helpful to figure out what is going wrong. There is also an issue with the joints that are in the selection of joints chosen by my tools when the arms/legs are created with the roll joints. I am actively fixing this and will update shortly. I will look into creating a default character set as well. Thanks for the feedback! -Dustin -
Dustin Nelson said over 10 years ago:
Version 1.3.0 now has an option in the "Generate Rig" tab to create Character Sets. However, this only works on rigs built with version 1.3.0 and newer. I made some fairly significant changes that prevent backwards compatibility with the tools, but going forward on new rigs, you will be able to do this. -Dustin -
Scorpion_laz said over 10 years ago:
Hi, Dustin! Thanks for the new update. Concerning that glitch with driven key: unfortunately, I’ve overwritten that file, but I’m starting to make another character and I’ll have an opportunity to test it. Anyway, this is a minor problem with a workaround. Other than that, the system works fine. -
eallin said about 10 years ago:
Hi both, In case of set driven key issue it is a bug in Maya where skinCluster has some strange influence on consisting joint structure so when you drive the input of blendShape node with the joint directly bound to geometry it produces bad results in rotation of mentioned joint. The workaround is simple from principal view but a bit time consuming: first of all make common set driven key as you suspect it to work. Then you have to connect it with implicit way. In other words you have to create blendColour node fed with IK and FK joint of rapid rig, blender fed with output of ik/fk switcher handle. Output of blendColour node connect to input of setDrivenAnimationCurve. It works unbreakably. Josef. -
Dustin Nelson said about 10 years ago:
Another possible solution would be to generate a single joint hierarchy with your rig. Skin the geo to the non-single hierarchy and use the single hierarchy to drive the blend shapes... I haven't tested this but it seems like it might be simpler. Of course, if you are already using the single joint hierarchy to drive your skinned mesh, this wouldn't work.
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