Is there a solution for combining all used morphs as one and get the rig right?
James
Posts: 1,025
I know how to export a mesh, and reimport it again as a single morph. So a character doesn't have to deal with many morphs.
The problem is, the rig, ussually a bit of a mess.
I wonder if there's a solution, that will take care all of those, the morph and the rig by a single click.
Post edited by James on
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It's not really recommended to do what you're doing because then you lose the benefits of any JCMs attached to those morphs, but if you are doing that, Edit -> Figure -> Rigging -> Adjust Rigging to Shape (as memory serves).
Whenever you create a custom shape, you will run into this problem anyway. Same for expressions.
Therefor a custom character is not finished, once you have the shape right.
Part 2 of your work is the harder one. Create matching JCMs and expressions.
With G8.1 and G9 you only need to make sure the facial bones are in the right place (a spot of "fine tuning" is usually required), and the FACS bases expressions will work with your character.
It's a far superior system to the crappy full head morph for each expression and/or corrective morphs we have been using for the past 20+ years.
Correction: ..., and the FACS bases expressions will work BETTER with your character.
Still you will need adjustments to your character's expressions and custon adjustments for the JCMs as well.
EDIT: There is no one happy solution for all possible characters available, and it can't be.
And of course such a compound shape cannot be distributed in any way if it uses third-party morphs (not your own creations, or merchant resourcs used according to their terms).
It is much better to create a new slider (right-click in the parameters pane in Edit mode) and use ERC Freeze to have that control the shape using the original morphs.