Influence
There are several ways to adjust the Influence of a Control, which refers to the overall impact a given Control has on the mesh*.
-
Influence slider: Visible underneath the list. This can be dragged/animated manually or controlled via a driver.
-
Mute: A quick, non-destructive method to switch specific Controls on or off.
For more advanced setups where the influence of Controls should dictate each other, the Linked feature can be utilised. This works via an opt-in per Control method, toggled with the Linked chain icon on each listing.
Note: Enabling this will automatically remove any existing Influence drivers on the selected Control.
The Linked feature automates the process of Influence driver-creation by using a hierarchical system:
-
Inactive** controls will yield to Active*** controls, meaning they hold no influence.
- If there are tiebreaker situations, the higher Control in the list takes precedence.
> Example 1: If there are multiple Active Controls, whichever is higher in the list stays at 1.000 while the lower one reverts to 0.000.
> Example 2: If there are no Active Controls, whichever Control is highest defaults to 1.000.
* Full influence (1.000) means its selected shape keys are also at full influence, while no influence (0.000) means that its selected shape keys also have no influence. This can be used to distribute the morph (e.g., two Controls with 0.500 influence each). There is no restriction on the number of Controls with full influence, but this is only recommended if the shape keys control different vertices (e.g. an eye vs a mouth) rather than the same vertices (e.g. two different arm positions), which can inadvertently cause "double-displacement".
** Inactive: Defined as being at the absolute end of its range (i.e. the top or base position).
*** Active: Defined as being within its range of motion (i.e. NOT at the top or base position).