Help with modified G8F rig (in Blender). Parts of mesh not moving as expected.
Lissa_xyz
Posts: 6,116
I'll be honest, this is my first dive into anything rig related. Removed the facial rig as Cascadeur was complaining about "too many joints skinned to a single mesh object". Someone mentioned to try deleting the face rig. Well, it both worked and didn't work.
The upper 3 bones (neck lower, neck upper, and head) work as intended technically, except the face isn't following anymore since I deleted the bones, and the mesh for the facial region is obliterated in Cascadeur.
Anyone smarter than me w/ rigs have any idea?
/edit - Added a textured version for some fun nightmare fuel.
blender_f5IjvCE69F.jpg
651 x 678 - 94K
cascadeur_f34fIuiqVQ.jpg
1110 x 482 - 94K
blender_PfjYEN4Wna.jpg
880 x 793 - 261K
Post edited by Lissa_xyz on
Comments
The issue is that you didn't weightmap the head after removing the bones, so some parts of the face get lost. As a side note, if cascadeur doesn't allow facial rigs, then it is probably not worth using it.
I'll take a look at the weights. Thanks.
As for using Cascadeur itself, it's still in early access and didn't complain about the face rig specifically, just that the mesh as a whole had too many joints. Since I wasn't going in for facial animations, welp, rip face. lol
It's just something I felt like playing with and G8F just happened to be a rigged model I had on hand.