#Keying Glue?
103 messages · Page 1 of 1 (latest)
the compatibility number in the inspector can be keyed, not the weight
Gah... shame. Sorry, would you mind explaining what the compatibility number is?
if it's at 100% the glue is working, if it's at 0% the glue is turned off
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 😄

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
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.
is there a reason why you turning glue off for the wide angleX?
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.....
but wodnt turning the glue off, would make the mask move separately so you would have to rig it independanly of the real lips?
what is exactly the mouth shape problem you facing right now?
[[maybe i can help as i do 90°+vbridger]]
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.
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?
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.
Nah shouldn't have an infleunce on this problem
yep i know, it would have no impact
What do you mean by that?
question, is your goal to go 90° or to stay at 80?
Stay at 80 is fine
nesting means you made a big deformer for angle X-Y, then inside anothers also in angle X-Y
so you have a 1 main parent of multiple childs on same
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.
i would say, by experience, is easier to do 90 than 80
because 90 on Y are the easiest courner of life
Yeah fair. But I am doing 80 for this model.
can you show me how you are doing that parmaeter?
One moment yeah
i mentioned it because you could do the 90, finish it, then just create a keyform that give you 80, and push the 90 out of the parameter
[[you caan have keyforms out of slider]]
yes, dont worry about been blendshape
it doesnt make much diference
what piece are you using to do the side lips?
You can see them right under the Mouth derformer
2 for upper lip, 2 for lower lip
can you select it so i can see how it looks lol
in the list doesnt tell me much
Got it one moment 😄
because on the sideview you showed, i dont see anything there
can you move angle X to minimum?
Right now they share the same mesh as upper/lower lip
i want to see what are they doing here
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.
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]]
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
you need to first
rig them on angles
Then do the blendshapes on them so they respective side
Rig what on angles
The lips aren't visible because the masks currently don't work/don't have JawOpen rigged on them atm
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
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.
why is not rig on jaw open?
Because I've been trying glue
but you dont need glue on that specific pieces
this pieces dont need glue
I've been trying different options, that's why I used a glue system
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
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.
but i am telling you the solution
What's the solution then
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
I am doing that. BUT it doesn't work with the JawOpen being a blendshape.
but thats not your hierarchy
you said you doing that, but that is not what your hierarchy shows
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.
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?
I guess I know what you mean. I'll figure it out. Thank you!