Hi,
I'm working on a rig where the character needs to maintain his wide smile even though it is wide open.
The bottleneck I have is through the offset a mouthOpen(thru joints) and mouthOpen(thru bshape). They don't result to a neutral pose even after putting the bShape to -1.
You can see an illustration of teh problem here:
The "fix" I found is changing to the input hierarchy where the bShape is calculated first rather than the skin. But as you might know, that is a cardinal sin and can cause a slew of problems later down the line.
So, my question is, is there way to fix this apart from the messing with the input hierarchy?
Thank you for your time. I appreciate it a lot.