So, you’re not able to import blendshapes stored in a FXB file ?
Yes if you have blendshapes on your mesh in Maya then import that saved mesh as FBX ,Mudbox 2010 will convert each blendshape into a 3d Sculpt Layer. And If you have a mesh in Mudbox with Sculpt layers then export as FBX that file will load into Maya and have a blend shape node with all the Sculpt Layer deltas as blendshape sliders.
So Sculpt Layer to Blendshape and back.
Nice for sculpting blendshape targets and saves you a bit of time on setup. Of course you can expand any of this using the SDK.
Remember one very important thing…these plugins are free. Use them or not, its up to you and to be frank it makes not a jot of difference to me either way if you do or dont as neither will stop further developement.
Its a safe bet the version you use when you have a copy of mudbox 2010 in your hands will have stuff in these videos do not show.
Its ready now, already compiled etc so soonas mud is in your hands, so will MudWalker and ReLight.
Well the SDK allows user to take control of the features they want to add to mudbox. As I’m a ‘lone gunman’ I dont have release schdules or shareholders to keep happy. so I can add stuff at my own pace.
1 the Mudbox shader that you set up is transferred and translated so that it looks the same.
2 - A request from one of my beta testers at pixar has asked fr just that… so its being worked on although there is an easy work around that I’lll outline after release.
(Mainly as adding this means I’ll have to rewrite the entire baking side for disp maps…)
Yes… turntables…but this is aiming for what I call ‘Turntables …PLUS’. There’s one kink left to sort then it’ll be ready for release. Although I may put a quick and dirty version out to tide peole over while I add the bells and whistles.
I could implement that inside of 24 hours using existing classes and functions I’ve written…but I wont. (Mainly as it’d be the quickest way to make both companies a wee bit angry and I value what’s left of my career lol )