gatesofmaya
02-28-2008, 10:01 AM
hello evryone...
I want to use a corrective blendshape so that as I rotate the jaw for my character the corrective blendshape is triggered in such a way that the end result is exactly what i want for opened mouth.
To achieve this, first i opened the jaw to its most extreme pose, duplicated the mesh and moved it to a different position. then i moved the vertices around the mouth area of the duplicated mesh to get the exact shape i want. after that i created the blendshape with default options. then i SDK the blendshape to the jaw rotation such that as the jaw is opened more and more, the more the blendshape comes into effect. it worked fine when the character was in its default position. but when i moved the character to a different position and opened its jaw, the corrective blendshape begins to take effect but the mesh slides back into its original default position.
I used different deformation orders to create blendshapes hoping to solve this problem but that didn't work.
For example when i created the blendshape using front of chain option and move the character to different location, it doesn't slide back to its default location but there is an additive effect in the opening of mouth. i mean the blendshape value gets added to the jaw rotation giving twice as much the effect as desired, thus resulting in the mouth opening too much.
Afterwards i used the lattice deformer to change the duplicated mesh (this time with the jaw closed and in its default position) to the desired shape and created a front of chain blendshape and SDK that to jaw rotation. this worked fine as i imagined but i can't get the ease and decree of control and customization that i can get by moving the individual mesh vertices. no matter how much i tweaked the lattices i couldn't get the shape i want.
so if anyone knows the solution to this problem, please reply....thanks!
I want to use a corrective blendshape so that as I rotate the jaw for my character the corrective blendshape is triggered in such a way that the end result is exactly what i want for opened mouth.
To achieve this, first i opened the jaw to its most extreme pose, duplicated the mesh and moved it to a different position. then i moved the vertices around the mouth area of the duplicated mesh to get the exact shape i want. after that i created the blendshape with default options. then i SDK the blendshape to the jaw rotation such that as the jaw is opened more and more, the more the blendshape comes into effect. it worked fine when the character was in its default position. but when i moved the character to a different position and opened its jaw, the corrective blendshape begins to take effect but the mesh slides back into its original default position.
I used different deformation orders to create blendshapes hoping to solve this problem but that didn't work.
For example when i created the blendshape using front of chain option and move the character to different location, it doesn't slide back to its default location but there is an additive effect in the opening of mouth. i mean the blendshape value gets added to the jaw rotation giving twice as much the effect as desired, thus resulting in the mouth opening too much.
Afterwards i used the lattice deformer to change the duplicated mesh (this time with the jaw closed and in its default position) to the desired shape and created a front of chain blendshape and SDK that to jaw rotation. this worked fine as i imagined but i can't get the ease and decree of control and customization that i can get by moving the individual mesh vertices. no matter how much i tweaked the lattices i couldn't get the shape i want.
so if anyone knows the solution to this problem, please reply....thanks!
