Rigify Face (Jaw) going too far and not staying in mouth

Hi All,

Does anyone that uses rigify and models their teeth as a seperate model know why my character, when moving the jaw master goes way too far when moving it? It goes past the chin and under the mouth. See picture below. I have parented it to “Empty Groups” then made the bottom jaw go to Teeth_B and top teeth go to Teeth_T. It works well when moving the teeth rigs but when I rotate the master jaw it goes so fast and under the chin.

I have tried to parent to autoweights but this just causes issues. I tried the tutorial and done it on empty groups and it goes too far. Tried to weight paint and that doesn’t seen to work either.

Anyone else get this issue with the lower jaw? Also the Tongue follows very fast and too far also.

I suppose I could, if all else fails and if there isn’t a fix, I could move the jaw, then manually go back and position the teeth each time, however just wondering if anyone gets this issue with the lower jaw also?


Last picture, obviously I won’t make the mouth open that far, however moving it to show that the tongue and jaw go soo far haha!

The jaw and teeth meshes should follow the bone. The issue is not that the teeth follow it too much; it is that the jaw follows it too little. This is a problem to be solved with changing the weights of the mesh. Where people are likely to get stuck on this is thinking they can just add weight to the jaw bone. But weights are relative. They need to additionally remove weights that exist from other bones.

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Hi, for what it looks like you must have either duplicated bones/vertex groups, so first remove all vertex groups generated by the armature in your model and redo again the parent with automatic weights to your generated rig armature (not metarig armature), and test if the mesh is following the bones accordingly. If that’s not the problem check if you accidentally added two armature modifiers and delete one and preserve the one that is actually using rigify…

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You are amazing thank you! I found out what it was due to all this and it took me soo long to wonder why it was doing this! It was basically Spine6 (head bone) I made the whole head Red so it could move fully, this then stopped the Jaw Master Bone from moving fully along the bone! So removing that Spine6 group and then reparenting the character to the rig made it all work again. I actually found another bone causing a glitch where the mesh sticks, so I found that bone, removed that group and re-parented again and all works correctly now…All thanks to your knowledge! Thanks alot!

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yeah thanks you are welcome! such a typical newbie mistake anyways :sweat_smile::joy:

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Hi

I saw your message but see that it is solved already.

I was also struggling with rigging the teeth to my mesh, but I figured it out by doing hours of research.

So I made my own tutorial about rigging the teeth.

Check it out, it may help also or others because this can be very stressfull sometimes.

Have a nice day :slight_smile:

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Great tutorial. I gave it a watch and like. Really good detailed tutorial. I managed to get the teeth to work already in past with empty weights what you have also so it is great that was solved. Your tutorial will help so many people!

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Hi,

Thank you. Aw great that my turtorial helps was doubting if it was good enough.

Thank you so much for your comment, really motivational.

How do you normally rig your teeth? Would love to know ?

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Definitely keep going and don’t give up. The more tutorials you do, the more they start getting noticed. That is a very good step by step tutorial. I used rigify first with the face and generated the rig, then used parent with empty and assigned to top and bottom and they work great. The tongue I made the tongue model parent with weights and locked the vert group weights and that worked great. For 2d eyes I used uvwrap to move the pupils on a separate bone with restriction movement so only moves within the eye model plane mesh. All works well. I did all this with learning blender and blender forum which was amazing help.

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Hi,

Great tip…will try this out too.

thanks:)