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Issues Following Tutorial

Hi everyone! I was just trying to make my first rig with mGear, when I realized that I had issues doing what the tutorial was saying, I didn’t modeled the character myselft, I bought it from a Disney artist to make sure the topology and the model was the best possible, for me to only focus on learning the rigging part, let me clear my points:

  • First of all, the jaw is doing weird deformations on the top of the head when I open it

  • Second, and last, I don’t find the “eyeOver” in ngSkinTools for me to do the skinning

(Quick question related to that step of the tutorial; How should I do it since the eyes are closed? In the tutorial, the eyes are opened, but I have seen the " Rigging Making Of: ONI Thunder God’s Tale" on the Youtube channel, and there, the characters have their eyes closed too, so what would be the way of rigging them properly?)

Here is what the skinning looks like:
Skinning_issue

And here is what I see in ngSkinTools:

I think the jaw joint skinning is affecting the upper part of the head

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How can I fix that? With ngSkinTools? What about the issue with the eyes, did that occur to you once?

Yes with ngSkin tools, or with any weight-painting method of your choosing. Painting weights is one of the skills you’ll have to learn. That’s not an mGear-specific issue.

For the eyes, the mGear eye rigging tool is definitely designed to work on open eyes. If you have no choice to make your model with open eyes, perhaps you can at least make a temporary blendshape (or duplicate mesh) that opens the eyes, and then rig it from there.

What blink method was ONI using? Are they using blendshapes, or skinning, or something else? mGear’s tool makes curves that trace the contour of the open eyelid. Then it generates curve blendshapes that blink towards each other, and meet in the middle. Then joints aim towards that curve to make the geometry blink.

It would be possible to make a tool work in the opposite way, but you’d have to do a lot of work to make it work. And then you’d have to define the open curves somehow. If you’re just learning, it would be best to use open eyelids to start from.

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