![]() Sometimes I have vertex groups only for modifiers but they come in conflict with weighting when normalizing. I really don’t like that the vertex groups can’t be layered. One proposed warp deformers but they don’t deform well when combined and are very annoying to manage in the modifier stack. ![]() There is no proper way of processing weight deformations after shape keys which is a nightmare for me. I must disagree with you on Blender being good in terms of dependency loops. In Blender, in case of shape key editing, you have to go into a zero transform pose and hope you guess right how the modification will look like on the transformed mesh. You can see simultaneously the results of the local changes on the transformed mesh which is awesome. It’s not a limitation to have a local rig, it makes it easier to debug stuff, to see the isolated deformation in the center of the world free of any transformation. How normalize all works with multiple armatures? How would you copy a pose or select all bones quickly with multiple armatures? Has anyone ever attempted something similar in Blender, maybe with the Mesh Deform modifier or something?ĭo you have example of people successfully using multiple armatures for the face? On the other hand, it seems unnecessarily complicated. What’s the benefit in working this way? As far as I can tell, it’s a less destructive way to work, because it means you don’t have to worry about messing up your weight painting, and might give better control over how the face is deformed. And then their deformations are transferred back to the global rig’s mesh via blendshapes. The controls from the global rig directly affect the joints from each local rig via a transform constraint.Each rig consists of a duplicate of the mesh, and deformation joints for the head and one specific facial feature. Rather than adding joints for the other parts directly in the global rig, he has separate “local rigs” for each part of the face: one for the eyes, one for the nose, one for the mouth, and one for the ears (the eyebrows and cheeks are handled purely through blendshapes). However, only the head, upper and lower halves, and jaw have deformation joints and weight painting.It has controls for the head, jaw, upper and lower parts of the head, as well as the eyes, brows, mouth, nose, and ears. First he has a global rig which the animator operates.Maybe a Maya user could help me out with this: In his workflow, rather than adding all the deformation joints to one rig, he has the following set up: Even though I haven’t used Maya in 2 years, and the rigging workflow is completely different from Blender’s, I was able to follow most of the information, and I’m wondering how such a workflow could be applied to Blender. ![]() So I just finished watching Josh Sobel’s face rigging course, and I’m quite impressed with what it covers.
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