Spline Lid and Mouth Ctrls are not following facialBS

Hi everyone, I’m having an issue with facial setup.

The Spline Lid controls and Mouth controls are not following the FacialBS (facial blendShapes). The blendShapes work, but those controls stay at the original place.

Has anyone faced this before or knows what could cause it? Any suggestions would help. Thanks!

For Spline Lid Controls, which function did you use for that? And what’s the ctrls that are not following the blendShapes? I don’t think they should follow the blendShapes, because when in splines, blendShapes shouldn’t do much

For the mouth ctrls - are you using splines? (bSPLINE attribute in the BASEMouthCtrls function)

For lids I used BASELidCtrls (splineLidSetup) and for mouth I used BASEMouthCtrl with bSPLINES = True.

So just to confirm — if I want the controls to follow the facial blendshapes , should I be using Tweaker controls(TWEAKER_lids, TWEAKER_lips function) instead of the spline controls?

Yes, Tweaker ctrls will follow the spline ctrls.

Generally - if you have blendShapes, don’t do spline setups (splineLidSetup or bSPLINES on BASEMouthCtrl).
Unless the spline setups are doing the main thing and you add blendShapes as correctives.

You mean Tweaker ctrls will follow the facial blendshapes?

Yes, they follow the blendshapes

Got it, Thanks a lot for the fast reply and clarification!

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Hi Thomas,

As you suggested, I tried the TWEAKER_lids and TWEAKER_lips functions. I also enabled BASELidCtrls -> simpleLidSetup and set BASEMouthCtrls -> bSPLINES = False.

Now the TWEAKER controls are correctly following the facial blendshapes. However, when I open the jaw, the tweakerLipsBot controls are not moving with the jaw and remain in their original position.

Could you please let me know if I’m missing an additional setup step or connection for the lower lip tweakers to follow the jaw movement properly?

Thanks!

They should be moving with the skinCluster that opens the jaw.
Is the skinCluster name correctly - “skinCluster__[meshname]”, and is that the one that is opening the jaw?

You were right — after exporting the deformer weights and rebuilding it again, it started working correctly.

I have another question related to attachments on the face. For example, if we have whiskers and added an FK chain for them, what would be the correct way to attach their controls to the face so they follow the facial deformation properly, similar to how the tweaker controls are following?

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Please make new post if that is a new topic :upside_down_face:

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