So far I have made a run scene to my character, and now I wanted to start the facial animation. Therefore, I import the blendshapes that I made before into the scene.
After I have created the blendshape, and I tested out the shape..(for example the PUCKER mouth target).. the mouth look like it's puckering on the binded pose (at frame 0), and the face model is symmetrical. But when I move the slider to the running pose (Frame 10) where the girl starts to do the running animation... the pucker mouth looks weird... where the model of the mouth is not even and not symmetrical. The Blend shape is created with Check Topology on and with Origin set to Local, and Deformation Order to Parallel. I wonder what have I done wrong.
The Pucker mouth shape is made out by clusters, and how I go about making both side of the mouth to a Pucker mouth is that one of the duplicate head's Scale (X) is " - 1 " . So I can have 2 side of the mouth at once to make it symmetrical when using clusters to make out the shape of the mouth..
I just don't get why when I raise the sliders to it's pucker mouth, and the character starts moving, the mouth just doesn't look evenly when the character moves.
Anyone can help? Hope to hear from you guys very soon. Thank you soo much.