#Keying Glue?

103 messages · Page 1 of 1 (latest)

marble saffron
#

Hi gang! I was under the impression that glue strength can be keyed, is this not correct? And if so, what am I doing wrong?

modern moth
#

the compatibility number in the inspector can be keyed, not the weight

marble saffron
#

Gah... shame. Sorry, would you mind explaining what the compatibility number is?

modern moth
#

if it's at 100% the glue is working, if it's at 0% the glue is turned off

marble saffron
#

Oooh!! Ok ok wait then my thinking should still work for what I had in mind.... THANK YOU! ❤️ If this doesn't work I'll need to make another post because I'm at the end of my ideas 😄

modern moth
#

i think you can do something like have the glue at 100 when turned to the side, and then move to 0 at the center

marble saffron
#

Right right yeah!

I am trying to work out a system for the wide angle mouth masks because... uh... well, all my mouth forms etc are blendshapes, so I am struggling on the angles, basically.

timber merlin
#

is there a reason why you turning glue off for the wide angleX?

marble saffron
#

On, was my thinking. So I can influence the lip shape with the mask.

#

It kinda works, but I think it actually doesn't solve my mouth shapes problem.....

timber merlin
#

but wodnt turning the glue off, would make the mask move separately so you would have to rig it independanly of the real lips?

timber merlin
#

what is exactly the mouth shape problem you facing right now?

#

[[maybe i can help as i do 90°+vbridger]]

marble saffron
#

Ok so.... the issue is this:

ALL of my mouth shapes are blendshapes in combination with blendshape weights. Now, that works really great for anywhere but the angles of the face because I am tilting the head a bit, so I need the lip masks to shape differently on the Y top vs Y bottom angles.

#

Does that make sense?

#

So the blendshapes just on the lipmasks don't work because I need them different on the angles.

timber merlin
#

how are you doing Y?

#

[[btw they been blendshapes shoudnt be an issue, but it sounds more into a hierarchy issue]]

#

what is angle blind?

marble saffron
#

Potentially! I have tried a number of things now.

#

Oh I have an Angle blendshape that I uset o make some minor adjustments to individual art meshes. Like Lashes for example.

timber merlin
#

ah ok

#

i asked in case i needed to have it on mind

#

are you doing nesting angle?

marble saffron
#

Nah shouldn't have an infleunce on this problem

timber merlin
#

yep i know, it would have no impact

marble saffron
timber merlin
#

question, is your goal to go 90° or to stay at 80?

marble saffron
#

Stay at 80 is fine

timber merlin
#

so you have a 1 main parent of multiple childs on same

marble saffron
#

This has not been a problem before when using regular Vbridger. But the setup I have right now has JawOpen on a blendshape too.

#

The JawOpen Blendshape is mostly the issue on angles.

timber merlin
#

i would say, by experience, is easier to do 90 than 80
because 90 on Y are the easiest courner of life

marble saffron
#

Yeah fair. But I am doing 80 for this model.

timber merlin
marble saffron
#

One moment yeah

timber merlin
#

[[you caan have keyforms out of slider]]

marble saffron
#

JawOpen is rigged as Blendshape to the artmeshes specifically.

timber merlin
#

yes, dont worry about been blendshape

#

it doesnt make much diference

#

what piece are you using to do the side lips?

marble saffron
#

You can see them right under the Mouth derformer

#

2 for upper lip, 2 for lower lip

timber merlin
#

can you select it so i can see how it looks lol
in the list doesnt tell me much

marble saffron
#

Got it one moment 😄

timber merlin
#

because on the sideview you showed, i dont see anything there

marble saffron
timber merlin
#

can you move angle X to minimum?

marble saffron
#

Right now they share the same mesh as upper/lower lip

timber merlin
#

i want to see what are they doing here

marble saffron
#

So right now it looks like this because I've been experimenting with the glue setup. Glueing it to the lips.

#

I had a previous setup where I had them jsut separate.

timber merlin
#

what i believe you need right now

#

is to be able to separate those lip-pieces so they are visible on the side view

#

and rig them in all the mouth vbridger

#

so they follow the movement of your vbridger used in your lips

#

[[if it wasnt because im into NDA i would show you exactly how because i did that in current projects]]

marble saffron
#

I had it set up like this but the problem is the Y angles. So like.... wait, let me try and illustrate....

#

Ok so... basically.... the Y angle for JawOpen and how I need the mask to shape is so different on the Y angles, that I am struggling to make it work with it being a blendshape.

I tried having it in the hierarchy under the same mouth deformer, but it doesn't quite work because the mouth form blendshapes are rigged to the individual art meshes if that makes sense?

#

It's a bit hard to explain

timber merlin
#

you need to first
rig them on angles
Then do the blendshapes on them so they respective side

marble saffron
#

Rig what on angles

timber merlin
#

the lips that are not visible there

#

the mask pieces you showed before

marble saffron
#

The lips aren't visible because the masks currently don't work/don't have JawOpen rigged on them atm

timber merlin
#

this should be a piece that is rig to angles, First, [your lips textures would be mask to them, so they are visible where that shape is]
Then after you rig the angles, you add the mouth parameters

#

[[ignore the mspaint quality]]

#

is important to do it in that order because you are working blendshapes

marble saffron
#

No like... I know how it works. I had this version already. It doesn't work on the upper and lower Y angles because it doesn't work as a blendshape on JawOpen. It doesn't make the required shape on those angles.

timber merlin
#

why is not rig on jaw open?

marble saffron
#

Because I've been trying glue

timber merlin
#

but you dont need glue on that specific pieces

timber merlin
marble saffron
#

I've been trying different options, that's why I used a glue system

timber merlin
#

the reason why you dont use glue on them is because they dont actually move with the lips
they are to ADD volumen to the lip, texture but they move diferently

marble saffron
#

I know...

#

I know how it works. It's not a problem of me not understanding how lip masks on angles work. I'm saying I have not found a functioning solution for the Y angles.

timber merlin
#

but i am telling you the solution

marble saffron
#

What's the solution then

timber merlin
#

you have to rig them separately of the lips, on angles

#

not with the lips

#

separated in 2 deformers

#

1 for top

#

1 for bottom

marble saffron
#

I am doing that. BUT it doesn't work with the JawOpen being a blendshape.

timber merlin
#

but thats not your hierarchy

#

you said you doing that, but that is not what your hierarchy shows

marble saffron
#

I have done it in a previous version. The one I CURRENTLY have was the glue version Iw as trying that I made this thread for.

timber merlin
#

ok, but ignore the currently because that does not work

#

you need to do a nest sistem for this

#

where the nest works as
transportation and deformation

#

you have a deformer called Transportation XY Parent of Deformation XY

#

why?

marble saffron
#

I guess I know what you mean. I'll figure it out. Thank you!

timber merlin
#

because in deformation you do the mouth parameters too

#

oki