maya rigging tip...intermediate nodes...

I’ve been hammering at a way of getting my character successfully into the engine and discovered a quirky thing.

I have a ui that drives the blendshapes on my characters. the ui has a bunch of math nodes (multiply divide, clamp) that drive the blends. (jsFacialWin.mel to create it)

unfortunately, these don’t get seen in the engine, so i made an empty node with a list of attributes, replicating the blendshapes. tied the ui to the attributes, then made set driven keys from the attribute list back to the blendshapes.

i hope this is of help. let me know if this wasn’t clear…

jeff