View Full Version : Of neck seams and full body blend shapes
Gilgamesh 07-03-2003, 09:00 AM Hey, so the character I'm making doesn't have any clothes, and so no way to hide a seam at his neck. I would like to use blend shapes for facial animation, does this mean I should duplicate and set a blendshape for the whole body? It seems like that might cause some problems, if nothing other than file size. However, I'm not sure how else to solve my problem. Anyone have experience with this? Is it a big deal to set blendshapes for the whole body just to affect the face?(I'm using Maya)
Thanks!
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Johra
07-03-2003, 09:13 AM
What you can try is extract the face (Edit Polygons -> Extract) and select both objects, go into vertex mode on them and select the ring of vertices in the seam and do Average Normals (Edit Polygons -> Normals -> Average Normals)
It wont work for subD's though. But give it a shot with polygons. I don't know another way around it.
Gilgamesh
07-03-2003, 08:40 PM
Thanks, I'll give that a try. However, if it comes down to making the whole body into a blendshape, will that be ok? Or should I avoid it?
nemirc
07-04-2003, 02:52 AM
I think it would be better if you used blendshapes for the head only (leave the body out).
PANZER
07-04-2003, 02:49 PM
hi there, im not sure what app ur using ,in my case i use xsi, i can have the original model deformed, then store the shape , then deform again ,store shape again.so there's no need to duplicate the model .
:)
jadamburke
07-05-2003, 06:45 PM
If you duplicate just the head and make blendshapes out of that, you can then use that as a wrap deformer to apply the blendshapes deformation onto the full body mesh.
PaxtonGerrish
07-07-2003, 07:29 PM
Hell yea! aint no prob with full body blend shapes..
although i tend to use the low poly mesh under the smooth in the stack works fine in max. not sure bout maya.. dont see why not
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