View Full Version : blendshape fixes & minimizing geometry

12 December 2004, 09:46 AM
when making a blendshape fix (poly mesh), i can model the correct pose at the joints easy enough, but do you have to have a whole new model to correct each joint...? on a highres character the scene size would explode with half a dozen joint fixes... or is there a tricky reference trick... possibly a really dumb question but its late and i'm tired :)

or do you just duplicate an area of faces around a joint...? wouldn't the vertex order change and they the they wouldn't blend...? any tips greatly appreciated.

12 December 2004, 02:54 AM
please ignore - this has been fixed by sobering up :) i can export the blendshape geometry afterwards so no need to panic over scene size...

12 December 2004, 03:40 AM
Lol, see, that's your problem. I usually commit myself to solving other people's problems when I'm non-sober... That way I don't have to deal with consequences!

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