mr.emeryk (2/4/2019)
Can you explain me how you do this ?
I wanted to use the classic morpher to create my blendshapes but teeths are in 1 block, I don't have upper/lower.
The skin wraper isn't doing anything when I "link" teeths to the head, pretty sure I'm doing this wrongNo upper and lower teeth..... 2 choices.
Morph the teeth to "Match" all of your blendshapes.
Now apply "Morpher" to the head base mesh.
Add your "Head" blendshapes.
Then add your teeth blendshapes."
1. Head blenshape "Mouth Open" = 100 %.
2. Teeth blenshape
"Mouth Open" = 100 %.
Repeat.
Or....
<This is what I do.>
Select the polygons for the Head and assign them Material ID (1).Select the polygons for the "Upper Teeth and Gums" and assign them Material ID (2).Select the polygons for the "Lower Teeth and Gums" and assign them Material ID (3)."Attach".... the teeth to the "Head" NOT Link.
"Teeth and Head are (1) mesh."
Adjust Head Skin: (Use "Select by ELEMENT")
Create the "Mouth Open" blendshape.
1. Rotate the Jaw bone to open the mouth.
~ Weight Mat ID (2) Upper Teeth and Gums 100 % to the "HEAD BONE"
~ Weight Mat ID (3) Lower Teeth and Gums
100 % to the "JAW BONE"
(You are NOT done.)The lower teeth is 100% weighted to the jaw, which means that the corner of the mouth follows the jaw bone... TOO MUCH."Raise the corner'S of the mouth upward approx. 65%." Results in realistic position.Now when you move the bones to create the rest of your blendshapes.... the teeth are taken care of.
THIS.... works for you because (In MotionBuilder) ...
You DON'T need a separate track to configure the teeth.Your Blendshapes have the "Teeth" following the Head.
Understand now?