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View Full Version : Is it possible to replace Blendshapes that have already been animated???


Kristofferic
09-05-2006, 02:38 AM
Hello, i'm a new member but also someone that has viewed these forms for well over a year now. I was hoping that someone could help me find an answer to a problem i'm having.

Here's the problem.


A couple weeks ago i created a couple minutes worth of facial animation for a school production class. After receiving classroom critiques i've found that the old blendshapes were the problem.

Any other time i would just go and adjust the morph targets by hand.....

but this time i must replace the incorrect morph targets for a character in multiple scenes that have already been animated, with newer more updated morph targets.

Is it even possible to replace the old morph targets that have already been animated?
If someone could assist me in this problem i would be most thankful.

Kristoffer

Kristofferic
09-05-2006, 03:25 AM
I just tried going into the hypergraph to view what connection the blendshape was connected through. I found that it was connect through the "world mesh" to an input on the blendshape node.

Thinking i figured it out i disconnected the old morph target and in the connection editor i connected the new morph target's "world mesh" to the same input.

At first glance this appeared to work ( because the history moved to the new morph target ) ....but.... when i reviewed the animation, the old deleted morph target was still being used.

I think i'm onto something, i just don't know if that's right... or even if it's the best way to do it. Basically i tried switching the nodes from the old target to the new target.

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09-05-2006, 03:25 AM
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