Possible to change blendshapes fro linear to spline?


#1

hello CG Society

I was hoping someone could help me with a blendshape fix, on a face-rig.

I would be really, really glad if anyone would take the time to guide me a bit, and I would be very grateful for any help.

I have made a setup that is build on blend-shapes that are activated when controllers are moved.

Because I am adding blendshapes on my controllers for both positive and negative direction, for example eyelid open and close, I get these bumps in my deformation when I am moving from blendshape to the other. It happens because I move from neutral position to one blendshape, and then back to neutral, and then to another blendshape.
I think this is a common problem in building shapes, and I had a rigging teacher this spring that also talked about it.

His solution was to manually sculpt the bumps out of the blendshapes with a lot of fiddeling back and forth, to make sure that the deformation from neutral pose to one blendshape, was the same as the deformation from neutral pose to the other blendshape.

My thinking was that maybe I could somehow set the blendshapes to deform in a spline curve, instead of linear to get some sort of ease-in, ease out function - so I could shortcut a bit of the sculpting work in making everything blend smoothly between each other.

does anyone have any suggestions, tips or ideas on how to make the deformation more smooth.

/Laura


#2

If you used set driven keys to drive your blendshapes from the controls, then those can be edited in the graph editor. I will often mock up rough SDK’s and then open the graph editor to tweak the curves to what I want.


#3

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.