|03 March 2006||#1|
Join Date: Jul 2003
got this problem with blendshapes, i've created my shapes connected them to the mesh and everything works fine.. untill I started rotating my bones, with a blend active.
first image shows what the blend is supposed to do.. everything looks good
and now.. all ive done is rotating the head back.. so that he loooks up into the sky.
as you can see, his eyelid has gone into the head... if I rotate forward his eyelid will go outwards away from the eye... the same stuff happens with all the other blendshapes.
note: I have removed all the blendshape meshes.
|03 March 2006||#2|
makes it happenportfolio
3D Artist/ Motion Designer
Join Date: Nov 2005
Could be because of several things:
-Maybe your deformations are not in the right order. You have the skinning and the blend shape, maybe they get muddled up. Select your character, do a RMB and select Inputs-->All Inputs. You now get a window, where your deformation inputs are shown. Swap blend shape and skinning by doing a MMB and dragging the deformations to where you want to have them.
-Could be, that your blend shape´s history wasn´t similar to your character mesh. If everything fails, reload your blend shape geometry, do a Delete by Type--> Non-Deformer History and recreate blend shapes.
-Maybe your eyes aren´t properly constrained, so when your head moves around they move as well but aren´t really constrained to the eye sockets.
My best bet would the order of deformations, try looking at that and post a screenshot, so we can have a look at that.
|03 March 2006||#5|
Join Date: Jun 2005
THANK YOU THANK YOU THANK YOU!! This is an awesome tip. not just for blendshapes but for other wonky mesh issues!!!
|03 March 2006||#6|
Join Date: Sep 2003
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