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.
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.
