View Full Version : Blend shape in low res
Tornado7 10-24-2003, 02:24 PM I’d to use the blend shape deformer for my character’s facial animation; I’d to create it when my poly character is in low resolution for to have a good feedback; after that, when my character is ready for rendering I’ll “smooth” my primary surface for to create the high res version, and I’ll make the same thing for the targets to preserve poly count number. My question is: if at this point, I’ve to make some changes to the primary surface, for example, move some vertex or use the sculpt paint tool, in which way can I make the changes to the all targets without making it one by one?
Thanks for any suggestions
:)
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lostpencil
10-24-2003, 06:05 PM
One solution is to create a new blend shape which has the tweak, and then set it to 100% all the time.
nottoshabi
10-24-2003, 08:54 PM
I know you can alter the final shape by manupulating the cv;s just dont cut, rename, or take out any edges or faces. then you should have no problem.
bjarneheden
10-25-2003, 11:06 AM
If you download the lastest version of BonusTools (5.1 I believe), then you can solve this with "Poly Copy Paste History".
From the documentation:
Poly Copy Paste History
Poly Copy Paste History is actually two commands that will copy and paste polygon history between meshes. This is intended for working with blendshapes. If the base mesh, or a target mesh, required a topology change, this change would need to be applied to every mesh in the blendshape. With these commands, the changes made to one mesh can be applied to the other meshes.
To use, first select the mesh with the history you would like to copy. Graph this mesh in the hyperGraph. Select the history nodes in order (first to last) and Bonus Tools->Poly Copy Paste History->Set Nodes to Copy. Second, select the meshes to copy the history to and Bonus Tools->Poly Copy Paste History->Poly Copy Paste History.
Notes:
For the history to be properly copied, vertex tweaks need to be recorded as nodes. To do this, use Edit Polygons->Move Component.
These commands assume that mesh topologies are basically the same. This means that they have the same number of vertices with the same vertex order. You will have varying degrees of success if the topologies differ.
Hope this will help,
/Bjarne
Tornado7
10-25-2003, 08:29 PM
Ok, thanks all :)
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