corrective blendshape weight paint


#1

Hi there

I am trying to make a detailed hand rig, and would like to add corrective blendshapes for areas like the knuckles. I am going for efficiency, so it would be great if I could somehow create multiple blendshapes in one (the mesh is dense, so duplicating it many times will make the scene very slow). For example, one blendshape for all the knuckles. So if one joint is rotated, it activates only part of a blendshape. Is this possible?


#2

It’s not, and probably wouldn’t be faster anyway, since it would be much more complex. Have you tested performance? Blend shapes are very fast, and can run on the GPU if GPU override is enabled.


#3

Hi,
I will place the finger joint little lower and exactly on the center of the finger. Skin the popped joints to the knuckle alone.
On the rig part I will rotate the bottom of the popped up joint only 50% with regards to the corresponding finger part joints rotation. using multiplyDivide utility node.


#4

Actualy it is very much possible.


#5

That might be the least helpful post this week…