View Full Version : BlendShapes LOW><HIGH res models??!!
digital_n 11-11-2003, 10:16 PM How can i make uniform blenshapes both for low res and for high res polygonal model !! I mean that when I do the blendshapes for the low res version I can add details and for the high polygonal version(wrinkles ,...)!When I animating i don't worry about how high res version behaves !!
THX!!:wavey: :rolleyes:
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dwalden74
11-13-2003, 12:21 PM
Here's an idea: why don't you just do your blendshapes on your low rez version, then use these as wrap deformers for your hiRez? This might help, but in the end I believe you will have to do more refined blendshapes for the hirez anyway.
lricho
11-13-2003, 12:21 PM
Use the low res geometry as a wrap deformer for the hi res.
To create blendshapes, you need to make duplicates of your original mesh, shift the points around on your duplicate mesh, apply a blendshape deformer to your original mesh, then add your duplicates as blend targets.
lricho
11-13-2003, 12:31 PM
I believe you will have to do more refined blendshapes for the hirez anyway.
If you dont want to think about animating the hirez blendshapes you could do set driven key with the lowrez blendshapes as the drivers of the hirez blendshapes. It would save you having to think about 2 lots of blendshapes when they'd do the same thing. Sorta like the way Stephen Stahlberg does his rigging.
Atwooki
11-15-2003, 02:42 AM
Or for very fine or low-field wrinkles, you could just use 'kineMapper.mel' to animate a few file texs in your bump node, with SDK, or the like... ;)
Atwooki
BRUTICUS
11-30-2003, 02:24 AM
yeah I came across this before too. What I found was the best way to do it was to:
-Smooth Proxy your low poly character
-add your details to the high res copy
-edit your low res cage for each blendshape and duplicate the high res each time
only problem with this method is you could be forced to animate with the high res model.
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