01 January 2005, 10:03 PM
Check out the Dope Sheet.
You can turn on View>Scene Summary (or something like that) and it will show you all the keys in the scene, which you can then select and scale.
If you're just looking for another way to select blendshapes, you can look at the node in the hypergraph. If you select the mesh that has the skin and the blendshapes applied to it, and then press the graph input output connections button at the top of the hypergraph, then you will see all the joints and blendshapes as nodes which you can then shift select.
Or you can do it in mel, select what you need separately and look in the script editor, and then copy and paste the two selections into a script.
And there's probably a hundred other ways to do it, too.
01 January 2005, 11:02 AM
thanks a lot
01 January 2005, 08:53 PM
..quick question... did you key additional animation over the top of your rigged blendshapes...? if the blends were rigged with SDK and/or expressions their keys wouldn't need scaling if the animation is re-timed.
01 January 2006, 10:00 AM
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