Blendshapes not working


#1

I’m trying to use blendshapes in a character I’m rigging, but after creating the deformer (blendshape) and turning its value to 1 (on input node ‘blendshape1’) on the original head, so that it gets the deformations of the blendshapes, the geometry on the left side of the characters face crashes.
Can someone help, please?

I’m inserting an image so that everyone can check what I’m trying to explain. Please check the link (I couldn’t insert the image in this post… :sad: )

postimg.org/image/ti35lc85p/

http://postimg.org/image/ti35lc85p/

Cheers!


#2

Hi,
Should see the file to be more accurate. Problem could be that you have applied Bs as a group (like brow, tongue, face ). The order could be diff in Bs Grp and the Org Grp.
Rgds,


#3

Agree with shinyprem, it’s a little difficult to tell what’s causing the issue from just the screenshot. There is a chance it could be the order of inputs on your geometry. I noticed you have some other inputs like bend, squash, deleteComponent, etc. It’s possible those could be interfering.

Right-click on your facial geometry, and select Inputs->All Inputs… In the window that comes up, you can middle-mouse drag the skin cluster and blendShape node up or down. See if putting them in a different position in the input list makes a difference.

If not, there is probably and issue with the vertex ordering of your target and blendshape geometry. Might you have deleted faces or anything that would make the two different? If you have Poly Count turned on in the heads up display, you can select one then the other to check and see whether there are the same numbers of verts/polys in both.


#4

Yea you definately have some sort of vert order or vert count issue. My guess is that you sculpted the blendshapes and then for some reason mirrored the geo of the head that you are connecting them to and this changed the vert order.

If you have two meshes that are the same except the vert order or at least in the same basic default pose and they are low res you can drive one with a wrap deformer and then step through the blendshapes to output new shapes with the matching topology.


#5

+1 on the wrap deformer. If the vert order has indeed been fouled up, that’s a good way to fix it without starting over.


#6

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