Hi. I'm wondering if anyone can help me with this little problem.
I've got a character model that I've spend hours binding and weight painting and rigging and it all looks great. Now I'm moving on to creating facial blend shapes.
Ok, so, I've got a whole pile of blend shapes for all the different mouth shapes, and I've got another whole pile of blend shapes for eye shapes. I want to apply all the mouth shapes as one set of blend shapes and then apply the eye shapes as a second set of blend shapes (this way all my mouth shapes will appear in one column in the blend shape window and all the eye shapes will appear on another column).
The problem is that, in order for the blend shapes to apply properly to an already bound character, I need to apply the blend shapes with the "Deformation Order" attribute set to "Front of Chain". This works great for the first set of blend shapes, but with the second set of blend shapes it turns out that they over-ride the first set of blend shapes. In other words, if I drag up one of the mouth shape sliders the mouth looks fine, but then if I drag up one of the eye shape sliders the mouth returns to its default shape even though the slider is still up, so the eye shape over-rides the mouth shape.
The only way I seem to be able to get both sets of blend shapes to work together in perfect harmony is to have them both applied with the Deformation Order attribute set to "Parallel", but then when I move my character around in the scene the blend shapes all go nuts.
I have read the Maya Help files and have tried what it says about right-clicking on the object, going to Inputs > All Inputs and then MMB-draging the deformations order around, but it won't let me do that.
When I do this, the "List of Input Operations" window lists everything in the order:
Blend Shape(parallelBlender)
Skin Cluster(skinCluster1)
Tweak(tweak1)
Blend Shape(blendShape1)
I understand that "Skin Cluster(skinCluster1)" needs to be moved to the top of the list above "Blend Shape(parallelBlender)", but it can't be done! If I MMB drag "Skin Cluster(skinCluster1)" upwards on top of "Blend Shape(parallelBlender)" nothing happens and I get a warning message saying "parallelBlender and skinCluster1 are already in the specified order". On the other hand, if I MMB drag "Blend Shape(parallelBlender)" down onto "Skin Cluster(skinCluster1)" to try and swap them around that way, it seems to completely delete the entire history on my base shape! Everything in the "List of input operations" window disappears, the base shade jumps back to it's original undeformed shape and becomes unbound from the skeleton!
I have tried this with Maya 7, 8 and 8.5 on both Windows PC and Mac OSX, and it's the same every time.
Please, can anyone out there help me solve this problem???
Any help anyone can give me will be hugely appreciated.
Thanks.