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?
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.
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
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.