Ok i’ve been trying to use preserve volume to simplify rigging a (cartoony) eyelid. It does exactly what I expected it do; making the weighted vertices follow the path of the bone (i.e. keep the volume) instead of simply averaging out between the bones the vertices are weighted to and thereby collapsing the mesh.
So, super excited about that since it seems to imply I can greatly simplify some stuff. However, once the bone rotates over 180 degrees it “flips” the mesh. It looks like it scales it -1 along the local Z.
Now there is some talk in the documentation about this magic 180 degrees value but, unless I misinterpret it, it should NOT lead to the complete mirroring of the mesh.
Am I doing something wrong here or can I just forget about using “Preserve volume” with bones that rotate over 180 degrees?
I appreciate any tips.
The image is a gif, if you click on it, it will enlarge and play showing the problem at hand.