PDA

View Full Version : Skeletal Animation+Blend Shapes


csalexan
03-04-2009, 10:29 AM
Well I want to be clear to start with that I have very little training on the rigging/animation side of things, so forgive me if this is a very simple question. I'm setting up a character to be used in a video game, and I have a very simple skeletal rig set up and working fine. Now, to add some more interesting and organic animations, I've been setting up blend shapes. Unfortunately, when I use the blend shapes for these small animations, it also returns the legs/snout to their original positions as well. Now, I understand why it's doing that, but I don't know how to stop it. I guess basically what I'm asking is: is there some way to map which parts of the model the blend shape is influencing? If not, how do I get around this problem? Thanks for the advice, as always.

Edit: Whoops, got it worked out. Paint blend shape weights eh, who would've thought :blush:

trevorsommer
03-05-2009, 06:38 AM
An easier method if your using maya is to change the input stack so that the blendshapes are enacted before the skin cluster. In max its probably something similar but in the model stack. However this may or may not transfer properly into the game engine.

Cliffff
03-13-2009, 09:44 PM
What game engine are you using?

csalexan
03-15-2009, 03:18 AM
An easier method if your using maya is to change the input stack so that the blendshapes are enacted before the skin cluster. In max its probably something similar but in the model stack. However this may or may not transfer properly into the game engine.
Oh thanks, I didn't know you could do that. I'll try that on the next one.

What game engine are you using?

Unreal Engine 3

CGTalk Moderation
03-15-2009, 03:18 AM
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.