View Full Version : Blend Shapes - Input order mess
stoob 01-21-2010, 12:08 PM I have just done my blend shapes in Maya 2008, just to the head, and now when I put the Blend shape node inbetween the skin_cluster and Tweak node (so that i have skin 1st, blend 2nd, tweak 3rd) the whole body resumes the blend shape and the whole rig moves. I'm assuming I have moved a few controls and bones here and there.
Is there a way to get around this?
Cheers
|
|
exhibitx
01-21-2010, 02:14 PM
yea, go to edit deformer and paint blendshape weights.
stoob
01-21-2010, 02:32 PM
Thanks exhibitx very useful, that's works perfectly but it looks like I'm going to have to reskin all over again to get the blend shapes right :(
exhibitx
01-21-2010, 02:36 PM
you dont have to re-skin it, just delete the blendshape node and redo the blendshapes
stoob
01-21-2010, 03:04 PM
But I think the problem is that the joints/controls are not in bind_pose as I detach the skin and it goes back to the bind_pose even though none of the controls are moved, but I think the joints are, the bind poses seem to make the main mesh go back to it's bind pose
CGTalk Moderation
01-21-2010, 03:04 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 ©2000-2012, Jelsoft Enterprises Ltd.