I’m one of those new Blenderers who started whilst the Lockdown with a weird looking pink donut and then went a long way through the school of Youtube tutorials.
This is my second character in Blender and the first one with some features I was not able to find any tutorial for. I wanted to give the smile of this character an exaggerated look of cat-like contentedness, that’s why I choose this curly style on the corners of it’s mouth.
Problem is: I can’t build this curl directly into the body mesh, because it fucks up my topology when moving the vertices.
I’ve experimented with a shrinkwrap modifier and separate curl objects I projected on the face, but the results were very inexact when opening the mouth.
My current strategy is this: I’ve extruded the beginning of the mouth curl from my body mesh and snapt it to the face. I’m now trying to control the smile with shape keys, but I’m not perfectly happy with it. As you see: the smile doesn’t appear naturally but at some point has some weird gaps.
I think the reason is the way shape keys work. When my vertices are making their way to their shape key position it looks awkward.
So my first question is: Is there a way I cant make something like an in-between-step in the value of the shape key, where I can correct the way my vertices move? Some simple way? Like in a regular animation, where I can insert a new keyframe between two existing keyframes? I attempted to google it, but haven’t found good solutions. So if there’s already an answer, I’m happy to get a link because I was not sure what exactly to google.
And my second question: Maybe my strategy is just to tangled. Do you have a better idea for me?
Sorry(?) for my English. You may also correct my grammar mistakes.
Thank you so much! <3