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Hi everyone, 

I'm usualy a maya user and I'm starting to use Houdini at a personal level for the moment. My goal is to try to do a complete character facial Rigg and I'm gonna need some help I think. I usualy do a combination bones/skinning and blendshapes. 

I'm wondering how to mix different shapes and apply a corrective blendshape on a combination of 2, 3, 4 blendshapes for example. I saw how to connect basic blendshapes, the problem is how to call a third blendshape when you activate two shapes ? And is there a tool that enables you to sculpt a mix and extract the corrective blendshapes? Do I have to do this manually but substracting the shapes on my mix to get the corrective shape and make an expression that activate blendshape C(corrective) when mixing blendshape A and B ? 

The way I use to do that was by using a plugin call BCS for maya. It enables you to easily split and mix several blendshape and that what I'm looking for in Houdini. It may not be the right philosophy to try to do this way so If anyone have some experiences in this area or some advice that would be very much appreciated.

 

Have a great day and hope to get some feedback. $

Cheers, 

 

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Look at the 'sopcreateedit' Hscript command to extract sculpt BS

You can also create split BS via VEX(or VOP) 

 

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I managed to get what I want thanks to a VopChop indeed. I did a simple operation asking to activate a third blendshape while two blendshape are mixing together. 

I'm a bit worry that it's gonna be messy once I have a lot of blendshape and mix between many shapes. Have you ever see a documentation or video speaking about this kind of workflow. 

I saw some Facial Rgg with only Bones/Skinning or just blendshape but no mix which is not enough. 

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