Yeah, thanks for clarifying.
I noticed something wonky that might also be explained by that, at some iteration, when I tried to add the jaw module and it couldn´t resolve the parent connector, it also added itself twice.
Anyways, it works now, now I´m trying to figure out how to also control some morph targets with it.
I´m justing the jaw bone in various skeletal meshes referencing that control rig as a skinned bone, but for the body mesh, the Jaw opening actually is done via a morph target.
So, I figured out how to set the curve value using the quaternion rotation of the jaw control, its probably a bit messy, but in theory it works:
I can control any morph target on the mesh with any control I set it up on:
So, I´m picking the jaw control axis for up down, then convert the value to euler value and divide that by the rotation limit I set on the control.
This way I can make sure that the maximum open of the jaw bone for the skinned meshes corresponds to the maximum open of the jaw morph target.
The problem right now is that I can´t for the life of me figure out how to reimport the skeletal mesh with its new jaw morph target and also show up in the editor with the correct curves…
On a different skeletal mesh, referencing the same skeleton, when I reimport it, it actually reimports the correct morph target, but i can´t import the curves from the skeletal mesh I imported the skeleton from.
They are both literally using the same source file, thats something I really don´t understand.
I´ve only read that you actually need to delete and reimport the skeletal mesh, so the new morph targets show up, that seems really counterintuitive and not very reasonable for iterative development…
Any idea whats going on there or how to get this working correctly, without deleting the skeletal mesh?
