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gordon_lei
hello everyone
I now have a character named A bound with a muscle system,
There is also a non muscle bound kineFX facial character named B,
When solving the muscle system, I define the head, hands, and feet as rigidpoints
How can I integrate the head of character B into character A now, and I can do the head movement and expression keyframes.
Thank you.
edward
How did you rig the facial system for your character B? For blend shapes, then it would amount to finding the rigid transform on how to move the head back to its rest position, apply the blend shape deltas and then moving back to the animated position.
gordon_lei
edward
How did you rig the facial system for your character B? For blend shapes, then it would amount to finding the rigid transform on how to move the head back to its rest position, apply the blend shape deltas and then moving back to the animated position.
edward, Yes, I seem to understand what you mean.
blend deformation and bone deformation are both possible, I just need to find a feasibility first.
I am a beginner, please teach me how to operate it specifically?
edward
Thinking about this some more, the render skin geometry is typically point deformed to match the skin geometry anyways. So you can just apply regular Character BlendShapes SOP to your rest render skin geometry before doing that.
gordon_lei
edward
Thinking about this some more, the render skin geometry is typically point deformed to match the skin geometry anyways. So you can just apply regular Character BlendShapes SOP to your rest render skin geometry before doing that.
edward, I understand. Thank you very much
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