Managed to solve the issue in the end. I was able to use the Default blendshape mode and using the mesh inputs menu (Right click on mesh - Inputs - All inputs) I moved the Blendshape node to be above the skin cluster. This way I can pose the face and then add the blendshape without going back to the full corrective pose…
Hey everyone, I'm having a weird issue I was hoping someone could help me with. I'm doing corrective blendshapes for a joint based facial rig, and I'm having an issue where the corrective blenshape is deforming the mesh in an unexpected way - basically, it modifies some verts that aren't supposed to be moving. I should…