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redcore
07-10-2006, 02:36 PM
hi guys. i hope you will help me.
i have rigged character (smooth bind) and i finished painting (and i am pretty happy with the result).
but when i wanted to make a blend shapes (muscles movements - biceps, triceps...)i found a problem.

my character is humanoid (1 big poly model with 33 000 polys) i use the same model for blendshapes

i created blend shape. when i set blendshape to 1, my character gets disconnec from joints (it looks so) and i can not rotate with arm mesh for. ex. i rotate only joints and the mesh is on the same position.
when i set blendshape to 0, my character reacts. then is connected with joint. but then i cant achieve any changes with blendshapes. i dont wanna use influents objects. i think blendshapes are much more better,
how to solve this problem?
i dont wanna paint weights again (cry).
thx guys

instruct9r
07-10-2006, 02:50 PM
heya.. Did you move the blendshape node after the skin cluster??
If not..
Right mouse button on the mesh and go to inputs >> All Inputs and one window pops up.. watch If the skin Cluster is under the Blens Shape select the blendshape (with middle mouse button) and drag in below the skin cluster...

Now try the blendshapes again.. ;)

i hope that helps

redcore
07-10-2006, 03:01 PM
I Love You Man!!!

Seriously :-)))

Thx!

instruct9r
07-10-2006, 06:08 PM
this window is for the priority of the deformers and node's that are affecting the objects.. For example if you have 2 deformers on one object when you open that window, the deformer that is above will have bigger priority than the other one while deforming the mesh.. :thumbsup:

dunkelzahn
07-11-2006, 07:44 AM
The priority of deformers is something not widely known. But setting it up the wrong way can giv a rigger a real headache!

Chris

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