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This is not depicted in the synopsis. In the create mode the first item on the selection list is treated as the base and the remaining inputs as targets. If the first item on the list has multiple shapes grouped beneath it, the targets must have an identical shape hierarchy.
Additional base shapes can be added in edit mode using the deformers -g flag. Return value string the blendShape node name In query mode, return type is based on queried flag. MEL version. In categories: AnimationDeformation. The specified object will be added to the list of objects being deformed by this deformer object, unless the -rm flag is also specified. When queried, this flag returns string string string Works in create mode and edit mode if the deformer has no geometry added yet.
The -afterReference flag is used to specify deformer ordering in a hybrid way that choses between -before and -after automatically. If the geometry being deformed is referenced then -after mode is used in adding the new deformer otherwise -before mode is used.
The net effect when using -afterReference to build deformer chains is that internal shape nodes in the deformer chain will only appear at reference file boundaries, leading to lightweight deformer networks that may be more amicable to reference swapping. This command is used to specify that the new deformer node should be placed ahead upstream of existing deformer and skin nodes in the shape's history but not ahead of existing tweak nodes.
The input to the deformer will be the upstream shape rather than the visible downstream shape, so the behavior of this flag is the most intuitive if the downstream deformers are in their reset hasNoEffect position when the new deformer is added.Sumitomo connectors
Inserts the new deformer in a parallel chain to any existing deformers in the history of the object. A blendShape is inserted to blend the parallel results together.
Apply the deformer to any visible and hidden objects in the selection list. Default is false. Removes any points not being deformed by the deformer in its current configuration from the deformer set. Set the envelope value for the deformer, controlling how much of the total deformation gets applied. Default is 1.
Set target object as the index target shape for the base shape base object.I am a Computer Animation and Visual Effects Trainer and Consultant specialising in designing and delivering courses to create solid and diverse production ready skills in all 3D related departments and across a number of facilities worldwide. Introduction to rigging in Maya. During this tutorial we will be adding corrective blend shapes on top of the skinning we did previously. Blend shapes will allow us to push deformation much further than can be achieved through skinning alone.
Before blend shapes can be added, however, it is essential that the skinning is as refined as you can get it in order to provide sound foundations for your additional work; corrective blend shapes are not a solution for overly hasty skinning. I'd like to thank both Brendan and Christian for giving me permission to use and also supply the scripts for this tutorial as they proved to be lifesavers.Tutorial: Blend Shape Overview in Maya
For the most part, we'll be using the general Maya tools to re-work the poses but I'll also demonstrate how you can use Mudbox to aid the process. Maya plus the use of scripts or plug-ins work fine, but sometimes I find it easier to use the sculpt tools that Mudbox or indeed ZBrush offer to correct a pose. Before cracking on, I just want to make a quick note of some of the changes I've made since last time. There was nothing wrong with using the Wrap Deformer at this time, I just wanted to keep the scene as light as possible for now.
I can always add this later on or I may even consider using a cloth setup to add more believability to the pants. I've also spent a further hour or so, refining the weights for the main mesh by using the Weight Hammer tool to push some of the pesky vertices back into shape. Now a quick explanation of the 2 scripts we will use. The first script is the abSymMesh.
At the click of a button, this script will allow you to build symmetrical blend shapes, check that your model is symmetrical and much more.
Here's a quick breakdown on how to run and use the script. You'll find this in the Scripts folder within the project directory supplied with this tutorial.
We'll cover how to use the script later on when we come to creating our corrective blend shapes.Apple homepod 2
The next script is the BSpiritCorrectiveShape. This tool will allow us to pose our mesh into a problematic position, sculpt the corrective fix in that problematic pose, and then through some vertex magic, it will extract the difference between the vertices of the bind pose and the vertices that have since been affected, to create the corrective pose. Hopefully, I've explained that clearly, if not, check out the video that will give you a better example of what the script does.You can create a blend shape deformer for an object that you want to be deformed by a series of shapes.
This object is known as the base object. You can create multiple blend shape deformers on an object, each with its own set of target shapes. For example, you could have one deformer for the mouth and one for the eyes to keep the shape animation calculations separate for different parts of the face. For more complex shape deformations, you can also create a group of objects to be deformed and apply a blend shape deformer to that group.
For example, you could create a group that includes a character's T-shirt and jeans, and create a single blend shape deformer for the group. Then you could edit the target shapes so that the t-shirt overlaps the jeans. When you create a blend shape deformer, a Blend Shape node blendShape n and a Tweak node are created for each blend shape deformer that you create on the base object.
See Nodes and attributes for blend shapes for more information. To create a blend shape deformer. If you created the blend shape deformer using multiple target objects, a target shape is added for each target object that you selected. The blend shape deformer Blend Shape node uses the target shape weight settings to create the blend shape deformation on the base object.
To create a blend shape deformer Do any of the following to get set up, depending on your method of shape animation: If you're deforming the base object directly, select the base object - see Create blend shapes using only the base object. If you're using multiple target objects to deform the base object, press Shift and select the target objects, then select the base object you want to deform you must select the base object last - see Create blend shapes using multiple target objects for more information.
Note: Selection is highly important when creating a blend shape deformer. In most cases you will want to make sure you have geometry selected at the object level, not the component level. Be especially mindful of this when creating a new blend shape immediately after working on a previously created target shape.
Note: If you're working with multiple target objects, select Check Topology to check that the target objects have the same number of vertices as the base object.
Errors occur such as a "No Deformable Objects Selected" message when this is not the case. Note: When you create blend shape deformers using the Shape Editornew blendShape nodes are chained sequentially by default. If you want to put one blendShape node in conjunction with another one, open the Blend Shape Options and change the Deformation order on the Advanced tab to Parallel. Related topics Shape Editor Blend Shape Options Create blend shapes using only the base object Create blend shapes using multiple target objects Add target shapes.
Parent topic: Shape Authoring.Get Involved. Blender has officially entered the Blender 2. Blender includes production ready camera and object tracking. Allowing you to import raw footage, track the footage, mask areas and see the camera movements live in your 3D scene.
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How to animate a character with blend shapes
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Download Blender. Follow Blender.Blend shapes are an incredibly useful and powerful feature in a 3D artist's toolset. In this tutorial, I'll look at what blend shapes are and how they work, as well as looking at any considerations you have to be aware of when creating them within a production environment.Android uart communication
I'll also look at combining blend shapes with Maya's Set Driven Key features to create a more efficient workflow. Finally, I'll reveal how to use the more advanced blend shape features to create a more complex flame effect. Along the way we'll also cover how to address the most common production hiccups associated with blend shapes. If you're a complete newcomer to 3D, new to modelling and facial rigging or just looking to expand your skill set, the first concept to learn is exactly what a blend shape is and what it does.
Maya has features known as deformers, which enable you to change the shape by bending, inflating, or undulating, for example of a piece of geometry in your scene. Deformers can be used as modelling tools, animation tools or as a mix of the two. A blend shape is a member of this family of features, and is one of the most powerful and useful deformers available to you as an artist.
Blend shapes create the illusion that one shape changes into another in a natural-looking way. This works by using a duplicated version of the object, which is then manually adjusted to another shape.
You can then use blend shapes to blend or morph between these, and it creates the illusion of an object changing its form. The Blend Shape tool and the rest of the deformer family are found under the Animation menu, and the blend shape creation and editing tools are found under Create Deformers and Edit Deformers respectively. Before you create a blend shape, you first have to take into account a few considerations about the geometry that you want to blend between. The first and possibly the most important of these considerations is the vertex count.
In order for a blend shape command to be successful, the base mesh and any target shapes being used must have the same vertex count, otherwise Maya will kick out an error or simply not carry out the operation. The way to ensure that you have the same vertex count on the base and target meshes is to duplicate the base mesh and use that as the target mesh, which is standard practice for creating blend shapes.
Now, when you select an object you can see its vertex count. Creating a blend shape is a straightforward process. Simply select one or more of the target meshes, then hold down Shift and click your base mesh.
Enter a name for your blend shape, leave the settings at their defaults and click Create. Adding keys to a blend shape is also a very straightforward process. This dialog contains the sliders associated with your blend shape, and under these sliders you'll see a Key button that enables you to control the amount of influence each shape has along the time slider.
The main issue with this method of keyframing is that unlike normal animation in Maya, the key ticks don't appear by default.With this method of shape animation, you create multiple target objects that are duplicates of the base object, then modify the vertex positions on each one of the target objects into the forms you want. For example, you can use this method for facial animation, with each target object representing a different facial expression.
This method of shape animation creates more geometry in the scene, but it's easy to return to the target object for modifying.
How to animate a character with blend shapes
Having target objects also lets you take their geometry into sculpting programs, such as Autodesk Mudbox, to do further editing and then import them back into Maya LT. As well, you can use deformers such as lattices to deform a target object. See below for tips on dealing with target object geometry. You can also blend a hierarchy or group of target objects on a hierarchy or group of base objects.
Make sure that both hierarchies have the same number of children and parenting relationships.
Each child in the target object hierarchy blends with its corresponding child in the base hierarchy. The order of children in the Outliner or Hypergraph determines which children blend, so you can change the order of the children by middle-dragging them in the Outliner so that the hierarchies match. For more predictable deformation results, it's best to not change the number of vertices, faces, or edges on the base object after you have created the blend shape deformer.
They should match those of the target objects. However, if you do, you can propagate those changes to the target objects - see Propagate topological changes from base object to target objects. This deletes the Input history on an object. When you create the target objects, don't freeze their transformation after you have moved them.
They need to have the same transform values as the base object. If you're blending hierarchies or groups, select the parent its transform node of the target object hierarchy or group first, then add the parent of the base object hierarchy or group to the selection last. If you want to delete the target objects automatically when you create the blend shape deformer, see Delete target objects. Having geometry for target objects can make your scene larger, but here are some ways of optimizing that:.
To create blend shapes using multiple target objects Create the base object in a neutral pose. This is the object to be deformed with the target shapes. Duplicate this object as many times as the number of the target shapes you want to set to create target objects.
Move them out of the way of the camera. Deform the components vertices, faces, edges on the target objects using any method of deformation Sculpt tools, Transform tools, or other deformers. When you're finished with editing the target objects, press Shift and select each of the deformed objects in the order that you want the target shapes to be animated, then add the base object to the selection last.
You can change the order of the resulting target shapes later in the Shape Editor - see Swap target objects. Create a blend shape deformer as described in Create blend shape deformers. In the Shape Editoryou can see that a Blend Shape Deformer blendShape node is created, and a target shape is created for each target object you selected.
In the Time Slider, go to the first frame where you want to set a key such as for a neutral expression or pose. Select a target shape and drag its Weight slider or enter a value in the text box to set its influence on the blend shape for the base object - see Set weights for target shapes. Note: You can also key the weight values for each target shape in the Channel Box - see Key the blend shape weights.
Tips for using multiple target objects Having geometry for target objects can make your scene larger, but here are some ways of optimizing that: Delete the target objects automatically when you create the blend shape deformer - see Delete target objects.
If you later decide that you want the target objects back, you can easily rebuild them from their target shapes - see Create a new object from the target shape. Delete the target objects after you're done creating the blend shape animation. Add the target objects to a display layer and then hide or template this layer see Organize objects in display layers.
Parent topic: Shape workflows.You can blend shapes with the same or different number of vertices or CVs. When you create a blend shape deformer, you should turn the Check Topology creation option off if you want to blend objects that have different numbers of CVs or vertices.
If objects have the same number of CVs or vertices but their order is different, Maya blends the shapes whether Check Topology is on or off. However, the position of the base CVs will be transformed to the position of the target CVs. This change might cause the object to blend in a way you might not expect.
To ensure a smooth transition between base and target, make sure the order of CVs is the same in both objects. In addition to blending individual objects, you can blend hierarchies of objects. Make sure both hierarchies have the same number of children and parenting relationships.Case 580 backhoe hydraulic fluid type
To blend hierarchies, you must select the parent of the target hierarchy or hierarchies first and the parent of the base hierarchy last before creating the blend shape. The parent of each must be a transform. Each child in the base blends into its corresponding child in the target. The order of children in the Outliner and Hypergraph determines which children blend. If necessary, use the Outliner to change the order of objects in the hierarchies.
A common blend shape technique is to create duplicates of a base, deform the duplicates, then use them as targets. For example, you might make several copies of a face, and then alter the copies to create a smiling face, frowning face, a crying face, and so on. If you use this technique, turn on the Check Topology creation option when you create the blend shape deformer.
This checks that the base and target hierarchy shapes have the same number of CVs. If the CVs are different and Check Topology is off, you might see, for instance, an eye blending into the nose. If Check Topology is on, the members of the hierarchies must have corresponding numbers of CVs. Show in Contents. Add to Favorites. Home: Maya User's Guide. Target shapes, base shapes, and blend shapes. Blend Shape deformer. Create blend shape deformers. Blending objects with different topologies.
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