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View Full Version : Facial Blendshapes on one mesh poly object


b.Schulz
03-09-2003, 09:00 PM
What's the prefer'd method of doing this? I think I know of one?. . .BUT, I have a model that's all one piece (say for example a low poly games model) and I want to make blendshapes for the face (rather than use bones for facials). I don't really want to duplicate the whole body just to make shapes for the face if I don't have to (that would make for a large scene file I would imagine. I think this was brought up a long time ago but I couldn't find the old thread. Thoughts?? Thanks in advance.

rebo
03-09-2003, 09:23 PM
My inclination would be to duplicate, cut up pieces and then create wraps and blendshape the wappers for the head. Im not sure if you wanted to avoid this tho ?

b.Schulz
03-09-2003, 09:38 PM
Not sure how wraps work? I'm kinda learning Poly's as I go in my spare time. Can you explain them (wraps) briefly? Thanks rebo? How did that file go?

rebo
03-10-2003, 12:27 AM
I havent had time to look at the file yet been to busy, but thanks for sending it back to me. Basically you can use a wrap deformer to control another mesh. They are useful as they can have less detail or a different UV layout to the mesh that will be rendered. So you may want to use a poly wrap deformer to control a hi res poly object or a nurbs model made of many patches.

As an example create two poly spheres one hi res one low res, select the hi res object then the lo res, then Deform > Create wrap. When you move the low res vertices the hi res is deformed.

Another advantage is a wrap doesnt have to be a continuous mesh so you can use this when character rigging by smooth binding the wrap body and head and then blend shaping the head seperately.

Tom N.
03-10-2003, 05:06 AM
My friend had needed to do blendshapes with a model that was all one piece and it was a low res poly, and he detached the head, added blendshapes, then re attached the head, and they still worked even though they had different amounts of faces on them after reattaching, so you could try that.

-Tom N.

b.Schulz
03-10-2003, 05:12 AM
Really? I think that would be the best, but did he have any problems? I thought the number of cv's? had to be the same (in order to not get funky results) (are cv's and verts the same?) Anyone else done this???

Rudity
03-10-2003, 06:57 AM
He probably had the merge verts and combine on top of the blendshape node in the history. So the blend happens first, then the combine and merge..

Im not positive but I think that would work.
Cool.

b.Schulz
03-10-2003, 07:43 AM
So are you saying that before the rest of the model is finished I should make the blendshapes? Then connect the body after the blendshapes are done?

I pretty much already have the body modeled. It was suggested to me also from goosh that I disconnect the head, duplicate it, make my shapes, then create my blendshapes, then reconnect/stitch the head. Seems logical? Is that what you meant? Or did you mean that I could just duplicate the whole thing, cut the duplicates body's off, create my blends then go from there??? :surprised

Thanks everyone.

0=NiX=0
03-10-2003, 09:43 AM
I have 2 characters done for my demo reel... BOTH have blendshapes to control facial, they are both also one piece (Groups actually ((Clothing etc...)))

I made clusters to control then used those to create my blend shapes making sure i selected the TOP NODE to dupe...

Worked Awesome, i had no slowdown of my system and my low rez models are ~4000 Poly each,

I'd say if you have not done alot with polys use this method, (faster too cause there is no deformer junk and no Tweaks need to be made, just select cluster... Translate... Rotate... Duplicate Model... Repeat!)

Hope this helps,

-NiX ... MaYa MaYa BaBy!

Tom N.
03-10-2003, 03:56 PM
Rudity is right about how he did it.. so far no problems, the character has been animated and nothing has gone wrong

-Tom N.

b.Schulz
03-10-2003, 04:50 PM
Great! Thanks everyone:beer:

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