Hey there!
I have a facial rig that's based on the Gears of War 3 one (
http://www.unrealengine.com/files/downloads/Jeremy_Ernst_FastAndEfficietFacialRigging2.pdf)
So, it's a head that's skinned to a bunch of helpers.
Those helpers are children of an offset controller (to fix bad poses etc).
And those controllers are children of a bunch of helpers that are pinned to the surface of a mask, that I deform using morph targets.
So, in short, I'm making facial animation from morphs (or blend shapes) that drive the bones that the head is skinned to.
BUT, when I try to export an animation, all the hierarchy gets carried along. I just want the final helpers to be exported. Tried baking and then removing the link constraints but that doesn't work! How should I approach that?
Replies
Maybe you can post a screenshot of the hierarchy in the schematic view so we can get a better idea on how you set up your scene.