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Lexalotacus
12-04-2008, 03:43 AM
Hey peeps!

Im having a weird problem... I have a character that I rigged with joints and bound it using smooth bind and then painted the weights etc... I animated it and tried to use a blend shape I made previously for the eye shutting and it really messed up... Basically, the blend shape is overriding the bones and cause the eye to pop out of the socket.

My question is this... How do you set up blend shapes with joints so the blend shape doesnt override the joints in a particular pose?

Any help would be so happily appreaciated!!! Thanks a bunch.
L

Boucha
12-04-2008, 03:48 AM
It seems like you are facing deformation order issue...BlendShape should come before skinCluster in the deformation order stack...

MolemanSD7
12-04-2008, 03:59 PM
If you're using maya, this is from the docs:

To change deformation order




In the scene, move the pointer to the object being deformed and right-click.
A marking menu is displayed.


From the marking menu, select Inputs > Complete List. (Mine said All inputs...)
The List of history operations window is displayed for the selected object.

Move the pointer over the name of the deformer whose order you want to change. middle-mouse-drag over the name of the operation you want the deformer to precede, and release the mouse button.

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12-04-2008, 03:59 PM
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