PDA

View Full Version : Partial Blendshapes?


PlebianX
10-08-2003, 09:35 PM
Hello!

I've got a question that's bothering me. I've got a couple of blend shapes for a beak I'm making for a cartoon penguin. I want to be able to tweak right and left sides of it independantly so I've made 2 blendshapes one for each side, and set them up. The problem is, when I have both weighted to 1 they cancel eachother out. Since the opposite side of each blendshape is in the initial pose, it drags the verts back when I have them both. How do I avoid this??

Thanks in advance!

//PlebianX

jHromika
10-08-2003, 10:02 PM
Trying checking the blend shape deformation order (advanced tab on create blend shape) and making sure that's default.

Might be a setting or two off somewhere because as far as I know Maya's blend shapes are additive and two opposites shouldn't cancel each other out.

Is there any chance you could link the file?

misterdi
10-09-2003, 07:12 AM
Hmmm, since you are using two blendshape nodes, you might want to change the deformation order to a parallel blend instead using a default.

But just curiosity why do you need to have 2 blendshape nodes?. you can have those two targets in a single blendshape node. Which as jHromika said will be treat as an additive.

With 2 blendshape nodes in default deformation order you will have later node cancelling the effect of previous node.

Best regards,

CGTalk Moderation
01-16-2006, 07:00 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.