Britton
03-25-2005, 06:00 PM
Hey folks,
I'm willing to bet this will probably require some hefty MEL scripting on my part, but I thought I'd ask here first to see if it's something other people have tackled before...
Does anybdoy know of a way to have a blendshape influenced by the brightness of a texture map? In other words, depending on the grey value of the texture at any given vertex, it would blend accordingly. A vertex that has a white value blends entirely, while a black vertex doesn't blend at all, and obviously any shade of grey in between blends by that percentage. Ideally, this way I could apply a greyscale ramp to the blendshape influence and have one side of the object blend entirely while the other side stays put.
Ages ago when I used to use max there was a modifier that could scale the influence of any given modifer based on vertex color or a texture map. Is there any way to mimic that in maya?
thanks!
I'm willing to bet this will probably require some hefty MEL scripting on my part, but I thought I'd ask here first to see if it's something other people have tackled before...
Does anybdoy know of a way to have a blendshape influenced by the brightness of a texture map? In other words, depending on the grey value of the texture at any given vertex, it would blend accordingly. A vertex that has a white value blends entirely, while a black vertex doesn't blend at all, and obviously any shade of grey in between blends by that percentage. Ideally, this way I could apply a greyscale ramp to the blendshape influence and have one side of the object blend entirely while the other side stays put.
Ages ago when I used to use max there was a modifier that could scale the influence of any given modifer based on vertex color or a texture map. Is there any way to mimic that in maya?
thanks!
