bjb3812
04-12-2006, 10:10 PM
Hello all,
To those of you who have played around with parallel blend shapes, you might have come across the problem of the blendshape looking out of whack when rotating your joints along the y-axis. There was a nice script on the Maya Techniques Hyper-Realistic facial rigging II DVD called hyperRealCorrectiveShape, written by Erick Miller, which nicely fixes the rotation issue associated with parallel blendshapes. This is the description of the script:
"This mel script's useful functionality works by creating a couple blendshapes and actually replicating the bind on a new skin cluster so that the offset vectors that come out of the blend shape end up post deforming properly,by hijacking the skinCluster's bindPreMatrix[] attributes, and setting them so that the bind begins from the current posed state."
For my character, I have the skin and clothing all bound to the same skeleton. The script works great for the body, but the issue I'm having is when I try to use the script again to make correct shapes for the clothing, it performs without errors, but the corrective shapes it produces are not looking right. I'm not sure if it has something to do with the reverse binding, or deformation order, but if I perform the script on the clothing BEFORE i use it on the body, the corrective shapes for the clothing all look right, but the ones for the body are out of whack now.
If anyone has any experience with using this script or has any idea of what might have happen, any help would be greatly appreciated.
Thanks,
Brian
To those of you who have played around with parallel blend shapes, you might have come across the problem of the blendshape looking out of whack when rotating your joints along the y-axis. There was a nice script on the Maya Techniques Hyper-Realistic facial rigging II DVD called hyperRealCorrectiveShape, written by Erick Miller, which nicely fixes the rotation issue associated with parallel blendshapes. This is the description of the script:
"This mel script's useful functionality works by creating a couple blendshapes and actually replicating the bind on a new skin cluster so that the offset vectors that come out of the blend shape end up post deforming properly,by hijacking the skinCluster's bindPreMatrix[] attributes, and setting them so that the bind begins from the current posed state."
For my character, I have the skin and clothing all bound to the same skeleton. The script works great for the body, but the issue I'm having is when I try to use the script again to make correct shapes for the clothing, it performs without errors, but the corrective shapes it produces are not looking right. I'm not sure if it has something to do with the reverse binding, or deformation order, but if I perform the script on the clothing BEFORE i use it on the body, the corrective shapes for the clothing all look right, but the ones for the body are out of whack now.
If anyone has any experience with using this script or has any idea of what might have happen, any help would be greatly appreciated.
Thanks,
Brian
