Blend Shape Problem (9)

Hi, I have a character with the upper body is a one mesh, i created blend shapes for the facial expressions, I had to use the whole upper body mesh to make the blend shapes for the facial movements
I have the inputs in the correct order

and I have a pole vector on the arm for the elbow control, just mentioned that because i think its the reason for the problem

The Problem:
when I use the blend shapes for the facial expressions, the arms rotate

anybody could help please ?

QUOTE(Mohamed Abd @ 07/13/09, 04:30 AM) [snapback]311406[/snapback]
when I use the blend shapes for the facial expressions, the arms rotate

OK now we have the symptom, no idea how to pinpoint the cause. Because in fact they are not cause and effect relationship. Just the myoptic view you have right now. Theres actually no reason why you cant do this. As for why it rotates is imposible to say form your description.

So have you looked at your history in the hyperGraph? Anything fishy around

QUOTE(Mohamed Abd @ 07/12/09, 05:30 PM) [snapback]311406[/snapback]
I had to use the whole upper body mesh to make the blend shapes for the facial movements

you don't have to do this.. what you can do is use selection sets as your target shapes.. it might solve this problem but although there is nothign really wrong with the way you have tried to do it.. many is no less effecient using more of a mesh than it seems need.

QUOTE(Mohamed Abd @ 07/12/09, 05:30 PM) [snapback]311406[/snapback]
The Problem:
when I use the blend shapes for the facial expressions, the arms rotate

sounds like some sort of double translation problem.. this might happen if your blendshape targets where also bound to the skeleton of the base mesh.

Be sure to delete all history on the targets before assigning to the blendshape. Also if for some reason you duplicated the upper torso mesh after it was bound to make the blendshape targets then it's possible that there was suibtle translation in the CV's of the mesh causing iot to rotate although what you describe sounds pretty severe.

thanks for the reply guys

gmask
yeah I think the problem is that I duplicated the mesh after I made the smooth binding, with the pole vector the arm moved a lil bit
so I think its the problem

so next time I should assign Blend Shapes before Smooth Binding? or after but don't make the Pole Vector till I get everything working ?

QUOTE(Mohamed Abd @ 07/15/09, 08:16 AM) [snapback]311650[/snapback]
so next time I should assign Blend Shapes before Smooth Binding? or after but don't make the Pole Vector till I get everything working ?

well really what you need to do is to keep a copy of the mesh before binding so that you don't end up duplicating it in a deformed state.. you can add blendshapes after binding but you want to make sure the come before the bind in the deformation order

yeah right, thanks alot man, I apreciate it

thanks to Joojaa too