I'm currently working with a premade character model that is rigged and has some facial blend shapes as well. Since the facial blend shapes don't go much into detail I was doing a few additional ones for more detailed facial animation features which are required here. The problem is that I can't bind them in properly. :(
Most of the blend shapes I've created were made for animating the character's lips, the jaw however, is controlled via the skeleton.
The input list looks like this:
TSM2_skinCluster21 (I assume this is the skeleton)
blendshape2 (The already existing blendshapes)
I know that I have to assign my new blend shapes below the skeleton, otherwise the jaw bone won't affect it anymore. Now the main problem:
If I place my new blend shapes below the skeleton and define a number other than zero, the polygons go all over the place.
Just figured out what's causing the issue... however, still no solution. I had to remove some polygon faces in the face partition to replace them with better ones. This always causes the blend shapes to screw up...
Could anyone thing of a method where I remove some of these polygon faces without screwing up the whole model? Unfortunately I only have a version of it that is already rigged...