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LIP RIG not parented?!

Hello! I have finished rigging my character and when I try to move him in a scene, the lip rig goes all over the place! Any takers on what could be causing the problem?

Hi @Shingai
are you setting the static parent and joint options?

Maybe this video can help:

I followed everything to the letter. I tried both parented to and without, it to the setup group. The rig builds fine and skins fine. I used Maya’s default weight painting system.

The moment I move either the world, global or local CTL, the lip rig goes off…

@Shingai is your head with skinning before apply the tool?

can you provide a screen capture with your tool configuration and/or sample scene ?

Thanks,
Miquel

I was going to post this in bugs, but I just noticed this thread.

When building from file the json file is parsed it returns unicode not string thus causing the build to think there is no valid head/jaw joint in the file.
I worked around this by changing the statements to this:

527: if headJnt and isinstance(headJnt, (str, unicode))
585: if jawJnt and isinstance(jawJnt, (str, unicode))

Hopefully this helps.

I was getting the same thing but didn’t dig through code to find the cause. From what I saw in the scene the curves were not following the rig so I added this to post build:
pm.parentConstraint(“headSquash_C0_0_jnt”, “lips_C_crvs”, mo = True)
pm.scaleConstraint(“headSquash_C0_0_jnt”, “lips_C_crvs”, mo = True)

Replace headSquash with whatever your head bone is.

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Another bug I found. The wire deformers need to have their falloff turned up to something like 1,000 for the rig to perform in world space.

@Lucas_Brown, @Armin_Halac thanks for all the feedback!

I have open an issue in github to review this ASAP:

@Shingai keep an eye in this topic. I will report here when I tackle this.

Thanks ,
Miquel

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Great. Thanks for the feedback guys!

Ok. Can I have a crash course on how I can do that?

Luckily Miquel made a few videos for setting this up. Just check out the mGear youtube channel on how to do post build scripts. That is what I did also.

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