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ElleEtGance

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  1. @Medhue Beautiful demonstration, Medhue thank you, this is a great analysis, I think it's a wonderful idea to combine rolations and translations in the same proportions (50/50%) only for cheeks and lips. .. but just a comment on your video (which is very well done), I seem to see that the mouth of all your shapes are the same size in thickness and width ... and in this case it works fine ( rigg if done correctly). But keep in mind that the sliders will be greatly modified by customers and if the mouth or cheeks sizes are too change, the translations will be an eyesore in emotes / entertainment ... actually I think the best solution would be to reduce the propotion of use in animation (Translation 30% and 70% rotation) ... and above all set limits of uses sliders (in customers recommandations) on the bones where translations use the + or - maximum 20 pts . It will be difficult to find standard for the use of sliders and creating animations (rotation / translation) simply becaufe type bones weight rigg on mesh also greatly influence the rendering of the overall work. I also look to a great video with rot / scal bones default with many shapes & animations. @Fallen I completely agree with you, it would be nice to connect the brows of their bones slider (in the brow shaper of bald base), as does the translations probably will not use on these bones this does not limit the ability to make operational the independent slider in the shaper brows. it is an option that does not breed from type incompatibility with other slider or animations rotations. @Cathy: I am delighted to learn that you have to work even on the placement of bone for that job rotations better ... you have done so far a great job, so thank you very much. Also thank you to Gael, Matrice, Vir and everyone who works to improve the project. We may be able to do great things: D
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