View Full Version : Separated body & head for blendshape
Tornado7 11-06-2006, 05:34 PM Hi guys,
I'm diving into blendshapes and I know that it's better to separate the head from the body when I need to create blendshapes for the head; I'm using a poly obj and I don't plan to use wrap deformers... I learnt the following technique to keep together the body and the head while deforming: I skin clustered and painted a mesh where the body and the head aren't separated, when the skin was ready I copied skin weights of this one geometry to both separated body and head, someone told me that this tecnique works but when I try some deformation the head disconnects from the body... someone knows another technique?
thanks
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yenvalmar
11-09-2006, 02:40 AM
after you completely rig the body and the separated face, dont worry if the neck doesnt match up perfectly with the weighting, just combine both objects, and merge all the verts. DONT DELETE CONSTRUCTION HISTORY. now you have a one piece mesh with all the morph targets of just your head, no worries on seams. its best not to apply a mesh smooth or smooth proxy untill AFTER this step or its gonna go crazy.
for the copying weights, do you have your UVs laid out?
Tornado7
11-09-2006, 06:32 AM
Ok, thanks a lot. I tried your solution and I've two more little questions:
1) Do you combine the geometries after the skinning & weighting or I can combine them before the skinning?
2) The smooth operation has to be as last thing: is it right?
thanks again
NolanSW
11-09-2006, 04:28 PM
Or you could spend about $50 on Comet's kick-butt plugin that takes all the restrictions out.
http://www.cometdigital.com/cSmartBlend.php (http://www.cometdigital.com/cSmartBlend.php)
Oh, Copying weights is not UV dependent. It's based off of point position. Maya will try to interpolate what is the closest from point to point. UV dependencies may have been needed on older verions but it's much faster now and is not dependent on it now.
-Sean
Tornado7
11-09-2006, 05:08 PM
Thanks for your advice, but I just do setups sometimes so I prefer a "home made" solution :) Considering the previous post and yours I don't understand where I have to copy weights in this solution...
thanks both guys
ashishdantu
11-10-2006, 08:00 AM
hi,
.... I copied skin weights of this one geometry to both separated body and head,....
this shud work 100 %.. but u need to tell us how u copied the weights ? maya's default copy skin weights works great ! it does copying in world space... so works irrespective of same topology or slight mismatch in meshes.. i use this all the time, to transfer skin weights from low res to highres.
tell me how u copied.. may be we can help !
Tornado7
11-10-2006, 08:36 AM
I'm using the default copy skin weight tool (Skin --> Edit smooth skin --> Copy skin weights), and it works well until I keep the separated body and head in low res, the problem is after I smooth them: in fact when I rotate the neck joint the deformation is weird in the region where finish the head geometry and begins the body...
thanks
futurcraft
11-10-2006, 10:08 AM
could you post a screenshot of the wierd deformation which u mentioned....? That would help to figure out what could be wrong...
Tornado7
11-10-2006, 02:10 PM
the first picture shows the deformation of the character using a smoothed single geometry, while the second shows the deformation using the smoothed separated body and head:
http://www.francesco-puccini.it/one_geometry.jpg
http://www.francesco-puccini.it/separated_geometries.jpg
thanks
yenvalmar
11-15-2006, 01:11 AM
did you turn off keep border in the options of your poly smooth node? if not, try that.
also actually merging the verts as i suggested before will fix this probem.
Tornado7
11-15-2006, 07:10 AM
That was the problem....turning geometry borders off the separated objects deforms smoothly
thanks a lot
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