So, I’m currently trying to rig a model from Mass Effect (it was converted for SFM, but no compatible rigs existed, so I moved work entirely to Blender) using BlenRig 5. I’ve been following the tutorials that were uploaded to YouTube and have successfully arrived at the part involving rigging the face: https://www.youtube.com/watch?v=Xnl7nQz7T3A
I had problems in the past, but all were solved within a few extra tries. This one is different and I have no idea how to solve it.
The problem here is that two of the rig controllers are deforming parts of the mesh that they shouldn’t have any influence over (at this point in the rigging process – at least, according to the tutorials), mainly the “maxi” controller for the jaw. It seems to be controlling: one vertex on the chin, most (or all) of the teeth mesh, the backs of the eyeballs, and the lapel of the shirt collar. The “head_mid_ctrl” also influences part of the neck, but I’m not sure if that’s a separate issue.
You can see this here: http://imgur.com/n977Cl5
This can’t be an error in weight painting, since I haven’t even gotten to painting any part of the head for facial controllers, yet (that’s what I was about to do when I discovered this problem). The only bone having anything to do with the head that has designated influence (weight painting) is the “head_def_mstr”. I also don’t think it has anything to do with the mesh deform cage, but I honestly don’t know much about BlenRig 5’s setup beyond what I’ve learned in the tutorials, so far.
Here is a link to the .blend file, if anyone wants to inspect it directly: https://www.dropbox.com/s/ajiwiy5fjti47z9/Shepard.blend?dl=0
If anyone can help, you have no idea how much I’d appreciate it!