View Full Version : exporting alot of blendshapes from maya to MB
fawwaadkhan 01-17-2005, 01:23 PM well i have a character that have more then 200 blendshapes n i want to export it to motion builder in fact i just baked a character(using bakeCloth.mel) that gave me a single node with 2 inbetween keys n deleting all 200 targets so i just have a mesh that have just single blendshape node .i get error that target objects r not found n if i keep target object(for blendshape) then while exporting it says it can just export 1 target that means 1 out of 200.
i tried to put 3 joints n bind that mesh(that have blendshape)n then export it but was unseccessful....?
any body have solutions for exporting multiple blendshape in to motionbuilder(using maya6 n alis MB6)....?????
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oreanimate
02-04-2005, 02:43 AM
I am very new to this motion builder thing, but could you possibly save blend shapes till after main animation is done, then go over finer details inside of maya? it seems there is a good bit left outta the MB tutorials and is left to wonder....such is life. if you have figured out a way to do this could you post a reply just to fill me in?
thanks a lot for your time
mike
oreanimate
02-04-2005, 06:21 AM
i did a little research on the blend shape thing and i found some good stuff. I am not sure if you checked out 3dbuzz.com, they have a lot of good tutorials. There was one that dealt soley with blendshapes. It is somewhat similar to the riggin idea in which you have to have somewhat have the same basic shapes as the actor face you will use in MB. this might be confusing......you should go to that site, you will have to register to see the tutorials, but none the less they are there. if you get completely lost in what i said, get back to me and maybe i can help more
mike
fawwaadkhan
02-12-2005, 01:52 PM
hi
well i have almost all the training from 3dbuzz (vtm,z)of MB n alias stuff but the question i was askin is solved now i did some research on it n got a workaroud for this stuff n i m happy that i got succeeded what i was lookin for ..by the way thanx for ur quick response...
FLUX
retrop
02-16-2005, 11:57 AM
so what was your workaround..?'cause i've got similar problems :|
so long, retrop
donvlatko
02-17-2005, 08:04 AM
I don't know why you get this problem, it shopuld work normaly, I am confused:(
LoneCanuck
03-19-2005, 01:39 PM
* BUMP *
I, too, am having problems with exporting a head with Blend Shapes on it.
I, basically, received a head with all the targets embedded inside one head, jaw, and brow shape. When I export that file into MotionBuilder, none of my shapes are accessible from the Attributes or F-curve editor. Someone told me that I needed to place a single key for each blendshape on different keyframes in order for the shapes to be seen. I tried this as well, just for 1 shape, and still no go.
What I want to know is why MotionBuilder, which now has a REALLY close relationship with Maya, has so many problems with importing simple blend shape scenes?
Frustrated and confused,
LoCK
Sammer
03-19-2005, 05:57 PM
You may have already but have you set up a character face and linked the blendshapes to expressions? Since there is no automatic character face setup like for a full character, you have to manually do it before it will deform the base mesh. If you have already set them up did you test each one to insure you could see it deform in the viewer window? Also, were all the blendshapes kept in the original file when it was exported?
Just some ideas
Good luck
Sam
LoneCanuck
03-20-2005, 04:46 PM
Hey Sammer,
I didn't have the original shapes in the Maya scene I received. It was a pain, but I managed to create all the shapes on Duplicated heads, destroyed the original shape list, and re-integrated the shapes back into the original head. Once I had done that, I can see the shapes list in the F-curve editor.
I just wish the exporter wasn't so damn picky!!! Hopefully, they will fix this in future plug-in versions.
-LoCK
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