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Bugs (164 reported) Help make this item even better. Your bug reports are appreciated!Click here to report a bug
Corrective blendshape breaks the rig
I’m making a rig with RRM for a stylized character. There is a minor problem with joints for corrective blendshapes. I’m trying to make a standard addition: a blendshape switches on when a leg is bent.
Unfortunately, when I unlock the rotation channel in the hip-joint and connect it as a driver (using driven keys), the rig breaks apart—the IK-system in the leg stops working.
Could you please suggest a workaround? For example, are there other elements that could be used as a driver for corrective blendshapes?
A little side question: it appears that there are several chains of joints on top of each other in arm modules. It is a bit confusing and the Mirror Weights function isn’t working flawless.
Well, since I’m writing it, I’d like to make a suggestion. It would be nice to have a function that chooses automatically all the relevant channels for a character set.
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