PDA

View Full Version : blendshape and node problems


Phugative
07-31-2006, 05:17 PM
I have a skinned model that I am attempting to add one simple blendshape to. After I add the blendshape if I reorder the input nodes so the blendshape comes after the skinCluster node, the skeleton continues to work, but the model jumps to the side when I change the blendshape value above 0. If I reorder the input nodes so the blendshape is first, of course the BS works, but then my skeleton is disconnected.

I have tried every reordering of the nodes possible in the inputs operations menu but it either breaks the skeleton or the blendshape cause the model to leap to the side. Or the blendshape works, but the skeleton inverts the movements, up is down etc.


What am I missing or what else can I try?

Phugative
08-02-2006, 05:10 AM
No dice? Anyone?

dunkelzahn
08-02-2006, 07:54 AM
Check your meshes history. If there is some sort of transformation or other stuff in it, then this could be the cause of your error...

Chris

isoparmB
08-02-2006, 08:28 AM
Did you create your blendshape target after skinning? If so, you could have copied the mesh when it wasn't in the bind pose, and that deformation is showing up in your model.

You could try this. Recreate the target shape by first turning off the envelope of your model's skin node, duplicate the model at that stage and remodel the target from that duplicate. Afterwards, apply the blendshape target to the model using local origin settings for the blendshape command. Then reverse the deformation order of the skin and the blendshape node. And don't forget to turn up your skin's envelope back to one after all this.

Phugative
08-02-2006, 07:09 PM
IsoparmB-

Cheers mate! That worked like a charm.

CGTalk Moderation
08-02-2006, 07:09 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.