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Gaia942
05-28-2008, 12:22 PM
ok so i have a quite a big mesh of 30k for my female character and i got a few blend shapes about 15... i have found blend shaping to a different poly count to not really work at all...

I was wondering if there is a way to blend shape some selected points/face to another set of selected face/points or whether there is a way to just have the head geometry of the blend shape so I dont have 15 30k meshes in a blend shape layer as this seems very strange...

I was also wondering how a production house could deal with a larger mesh say of 300k and having about 50+ or so probibly more of that same 300k mesh... in one scene i found this very unrealistic and i hope there is at least a plugin that someone could lead to me to that could do this for me.

(Note: this is a maya question)

d-brooks
05-28-2008, 02:56 PM
You don't have to use the whole body mesh for blendshapes that are only applied to the head. You can extract the head geometry, create blendshapes for it. Then, when you're satisfied you can recombine the head geometry with the body and join edges at the seam round the neck.

Smooth out normals and hey presto. Only thing is it leaves a little bit of history on your mesh. But it works.

edwardG
05-28-2008, 03:39 PM
Also, when you create blendshapes you can use the options box and choose "Delete Targets" and it will delete the old blendshapes. Just make sure that you save the Blendshapes in a separate file so you can restore them should something happen.

Other than that, d-brooks hit the nail on the head.

joel3d
05-28-2008, 06:07 PM
...or whether there is a way to just have the head geometry of the blend shape...

With cSmartblend (http://www.cometdigital.com/cSmartBlend.php). its free but for Maya 8.5, not sure if it would work with 2008.

shunliang
06-01-2008, 07:51 PM
hi there, I got a DVD from autodesk called "SuperToon Facial Rigging", and this is how they do it (in my word)... you can test it)

1. first, prepare two geos, one is the whole figure(body & face, in one piece geometry) and one is just the face geometry.

2. use the single face (as the base shape) to create blendshapes.... (duplicate the single base head as many times as you want to create blendshapes)


3. select the whole figure, duplicate it, and call the new copy something like "figureMiddleMan".

4. select the figureMiddleMan, then select the single face (with blendshapes), and do a wrap deformer with a max distance of 1 and a threshold of 0.

5. select the figure MiddleMan again, and then select the original whole figure, do a blendshape. Paint out the body all the way to the base of the head on the blendshape

6. in the original figure, set the blendshape node input "figureMiddleMan" to max: 1

7. then we can hide the single head, and control the single head using
control, it will affect the original whole figure's face.


it's a little bit difficult to grasp the idea first, but it works really well. let me know if you have any questions.

Sam

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