Blendshape Problem


#1

Hello,

I am currently using maya 7 and im having a big problem with my mouth blendshapes flying off the skeleton. The mouth was modeled as a seperate piece and grouped together. I tried binding it to skin, Input re-arrangement and also parenting it to the skeleton but it still continues to fly off when i try to use them. I put in some serious hours trying to figure this out with no luck. Please help.


#2

Hi,

Wish I could be of more help. There’s no way I can help without taking a look at your scene. I would suggest putting a a small video clip of the problem and uploading the .ma file so that anyone can splice.

Some basic ideas are:

  1. Delete the blendshapes
  2. Keep all the heads in a separate layer. Do not group them.
  3. Make sure no vertices are added or deleted.
  4. When adding to the blendshape make sure you try changing the “Deformation order” in the Advanced settings. I’ve used “Parallel” and “Front of Chain” without much of problems.

That’s it for now. Happy New Year :slight_smile:


#3

Thanks for the reply bad-j. I actually figured it out but im having another problem maybe you can help me with?

The problem is on the arm of my character i added an Ik handle which is reversed in the opposite direction. instead of bending forward, which would cause the arm to bend at the elbow, Its bending backwards breaking the arm.

I attached it from wrist to shoulder joint if this helps since i cant seem to get how to add sample pics and video on here. If you can help me out with this i would appreciate it. Thanks again for responding and Happy new year to you too.

Edwin


#4

Hi,

Great to hear that your Blendshapes are working fine. Now the elbow breaking problem. While creating the joints for the arm did you place them all in a straight line? When placed in a straight line most 3d programs have an option to choose the direction to bend the elbow. The best practice is to have the shoulder joint and the wrist in the same line and make sure the elbow joint is moved to one side by a little. This way you’ll have a triangle formation rather than a straight line. This way when an IK chain is added it will choose the direction you have set.

Another thing to note is the placement of your Pole vector before attaching it to the IK chain. Keep it behind the elbow always. Make sure the IK chain that you apply is the IK RP Chain -> Inverse Kinematics Rotation Plane Chain.

Check out this tutorial:
http://en.9jcg.com/comm_pages/blog_content-art-11.htm
Its a 3 part full body rigging tutorial. Should help you with the basics.

Hope this works :slight_smile:


#5

Thanks again for the response. I will try out what you mentioned and look at that tutorial you posted. Definatley will let you know what happened.Thanks again.

Edwin


#6

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