I’m recreating my maya rig in unreal and I was wondering if there was any way to create similar functionality like driven keys in maya? Basically I need to store two poses and blend between them using a float. Is something like this possible in control rig?
I tried copying the bone two times, creating the driver poses with them, and then blending between them using an interpolate and set transform node, but I’m looking for something simpler that doesn’t require creating new bones.
Thanks, but I’m looking for a solution in a control rig, not through animation blueprint. I need to access this functionality through a controller in control rig. I’m attaching a gif of how it works in my maya rig.
Hello, unfortunately I didn’t find a way to do this. But since metahuman’s face rig controllers seem to work similarly, I believe there is a way to do it. You can try observing metahuman’s system, however It was too complex for me and I didn’t understand how they stored the individual poses.
On good authority, I was told, “Pose driver is used in Anim blueprint. Check out the metahuman post process animbp. It allows helper joints to preserve volume.”
Thank you. I did not see anything that says bones could drive a corrective blendshape. Would corrective blendshapes driven by bones be under a different vocabulary?