01 January 2006, 01:13 PM
I've did all my blendshapes before skinning. I'm now fixing joints and adding muscle bulges in certain spots by sdkey. I've read about similar sdk methods driving blendshapes but mine sounds a little different. What i am doing is making a sdkey slider for the verticies i've moved. I'm then driving this slider by the rotation of the appropriate joint. I've spent a lot of time on these and now found out that when i move the rig and its using the sdkeys, then try to use a blendshape for the facial expression, the sdkey verticies go back to their original position. It's obvious the blendshape verticies are overriding the same sdkey verticies.
My question is, is there a way to include only the verticies you want to include within a blendshape. For example only having the head vertices included in the blendshape. I figure that way the leg verticies for example would not be affected. I thought I could use sdkey sliders acting just like blendshapes to only drive the head verticies, but didn't think that would work well because i have some in-between blendshapes and wasn't sure how well they would blend together like blendshapes do. Any input would be much aprreciated.