View Full Version : Mirror Blendshapes?
platypus 05-07-2003, 02:19 AM Hey all...
I have created a blendshape set for my character's eyebrow. I am wondering if there is any way to duplicate the eyebrow in order to mirror it to the other side of the face, but keep the blendshape inputs.
In other words, so that I dont have to rebuild the blendshapes for the second (duplicate) brow.
any help would be greatly appreciated.
thanks in advance!
(ps - the brow is a Nurbs object, so i dont think that the MirrorShape.mel script will work here)
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MasonDoran
05-07-2003, 09:33 AM
normally Not because this changes the point order. But try the SmartVertex script for mirror modelling on blendshapes. Also...there is a plugin for Rebuild Mesh which should match the point order of the geometry.
get all that at highend3d.com
platypus
05-07-2003, 02:37 PM
thanks 2byts. i'll head on over to HighEnd and try out those scripts.
what I tried so far was this:
[list=1]
duplicate and "mirror" (scale to -1 in X) the original brow shape
do the same individually for each of the altered brow shapes
one-by-one select a newly duplicated target shape, then shift+select the new "base" shape, Deform>Create Blend Shape
[/list=1]
this seems to have worked for me. have tested the new brow's blends in the Blendshape window - and it works just like a mirrored copy of the left brow and its blendshapes.
hoping that this will do the trick. can anyone think of any reason that this might not work, on down the road? :curious:
MasonDoran
05-08-2003, 05:55 PM
if your method works for blendshapes, then i'll be gaboozled....
Have you actually used this method as a blendshape? Are you sure its working?
platypus
05-09-2003, 03:48 AM
so far, so good.
here's a few screen captures showing the two brows in action. created exactly as i described above.
platypus
05-09-2003, 03:50 AM
image:
mental
05-09-2003, 04:44 AM
the possible explanation is that you had 'check topology' switched off when you created the blends. and since you're working with simple shapes you're less likely to run into problem where the geometry would start to tear apart. just be aware that this method won't work on complex meshes.
platypus
05-09-2003, 04:59 AM
actually had "check topo" switched on when creating them.
but you're right - most likely this works just because it is such a simple shape.
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