View Full Version : Blend Shapes w Keyframes - ZBrush to Maya
07-10-2008, 12:15 PM
What is the pipeline for creating an animated character whose body is keyframed but his head is blend shaped? Are the body and head separate or do all my blend shaped heads need to be connected to the whole body? I build my base meshes with high and low res versions in ZBrush. All quads. UV's mapped in Blender. The character is rigged in Maya.
Could someone point me to some video turials about this particular aspect of blend shapes. Any videos, free or paid.
07-10-2008, 01:42 PM
You may want to check out wrap deformers, because they allow you to create a blendshape like effect although the topology differs. One possible scenario could be like this:
Basically you can have your blendshape animated head, this drives as a wrap deformer a not skinned duplicate of your body in bindPose. Now use this duplicate blendShape of your body as a blendshape for your actual skinned body. Make sure that the blendshape node is in front of your skinCluster node in the deformation order. Now you have blendshape animated separate head which connects to your complete body ( including head ) via an extra blendshape and wrap deformer.
Other scenarion are possible, like having the wrap directly on your skinned mesh. I hope this helps a little bit. Let me know if you run into issues or if you didn`t understand anything. Since this has been adressed around here if I remember correctly a search may also be beneficial.
07-10-2008, 03:29 PM
These threads should be useful:
07-11-2008, 03:47 PM
I'll check it out.
07-11-2008, 04:05 PM
Just a note: 'cSmartBlend' is no longer available or supported. Michael Comet had an I.P. sale and moved on. Is there something else out there like it?
07-11-2008, 04:05 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
vBulletin v3.0.5, Copyright ©2000-2013, Jelsoft Enterprises Ltd.