Hi, I am trying to apply a simple mesh to a rig I created and and I am getting some crazy deformations and I can’t seem to figure out what I am doing wrong. I am using blender 2.55 and I have attached the .blend file here.
At first i thought it was a bezier curve issue on your mesh. On further investigation it looks like it’s a constraints / rest position issue.
If i take out all the stretch to constraints to the handles their is your wierd deform issue in rest positon. Can i suggest you look into using a driver to set your constraints … set up one custom property on the armature for the constraint value and use a driver on the constraint influence using this property value…This just makes it easier to see what the constraints are doing and lets you set it in one hit.
It seems to me you want the rest position of your armature to match your lips. Currently the rest position matches your wierd deform hassles. If the stretch to constraints are removed the rest positon shows up what i think is your big issue. It looks right in pose mode, but it is the rest pose that is used when applying vertex groups with weight paint. The link bones need to be connected or have some copy location constraint to the next one or something like that. Another way may be to fudge your lips to match the weird rest pose and then “theoretically” it will match it in pose mode… but this may create more hassles
Hope this helps… it’s easy to see hard to explain.
PS … I attached a file to show you what i mean about driving the constraint with the property. Sliding the custom propery Stretch to zero … shows up what i think is the source of the error in your rig.