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View Full Version : BlendShape after Skinned Character.


kfc
07-12-2002, 02:45 AM
Our project has come to the middle of progress. the biggest mistake that i've made is i've prepared the blendshape targets right after we've our skinned character animated in different poses.
now, when i create blendshapes with those targets at this stage. The based model which already have a pose blends in to exactly the pose of the target instead of only blend the facial.
for example, i've this character already posed with both hands up. once i slide the target, the character turn back in to the pose of the target.
i knew i can turn this back in to bindpose to get this blendshapes to work. but it's abit too late since i've already animated this scene. all i wanna do now is just to add in facial expression. I've tried tweaking the advanced features of deformation order in to "äfter", "before", "Pallerel" and "Front of chain".
None of this works especially Front of chain (eventho it says it's for binded characters) always gives me bizzard results.

I hope someone here can give me the answer. Just wanna make sure that whether blendshapes can be assigned after the binned character has been animated or it can't.

ACFred
07-12-2002, 07:18 AM
Try adjusting the order of operations performed for the entire object. You can see the order that the history is performed by clicking on the button next to Make Object Live. Take a look at the complete list and try moving the blend shape node before your bind and influence nodes.

kfc
07-15-2002, 06:12 AM
sorry, i can't get what u mean by editing it.
i can't find anywhere i can re-order it.
well...... i do know where does this construction history button is.

spyder79
07-15-2002, 06:19 AM
well dude.. your best bet would be to open a new scene..import the model. get it back to bindpose.. put the blenshapes on it. then import the animation and transfer the animation from one to the other. the skeletal hierarchy should be the same. if you need to unbind the character that wont matter either. just get it back to bindpose..save it as a different file.. unbind it.. do the blendshapes.. bring the file back in and transfer the wieghts.. everything should be identical.. i do this all the time so i know it works.

anthonymcgrath
07-15-2002, 02:44 PM
right, If you mean you've got blendshapes and a skinned model, you need to reorder your inputs.
-I'm guessin your head is a seperate mesh, so select that, hold down the right mb and select inputs/complete list.
-you should now see a list with your blendshape nodes and skinclusters. chances are the blendshape is above the skincluster in the listing. if it is, use the middle mousebutton to drag the blendshape below the skinclusters.
-you should see the model adjust itself.
-this way, your blendshapes are calculated before the deformation from the skeleton occurs.

hope this helps.
apologies if your already aware of this and know how to do it!

kfc
07-16-2002, 10:14 AM
thanks guys.
i knew i can transfere the animation back by importing keys from object to object. but the problem is, we are lack to time to do so. too time consuming in our rigg. especially a rigg which is already have muscle deformations. if i unbind it, it will lose it's muscle data.
chances is, i just import the controlers. but problem is i'll be end up tweaking secondary motion.
well... i believe that's it. i really should create the blendshape earlier. atleast i don't have to take care of this mess. the way that i solve problem now is by using warp deformers and clusters. facial driven by keys.
hopefully someday someone can simplify this process and come out with somesorta script which can solve this.

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