Blendshape - Using an existing mesh as the combination


#1

Hi everyone,
I’m creating some morph targets for my facial rig setup, here’s the thing I need to resolve somehow;

I have two different target shapes, when I activate them at the same time I get an ugly looking shape unsurprisingly. So while two shapes are activated, I duplicate my main mesh (with the result shape) and make some modifying on it. At this point, I’d like to use this new mesh as the combination shape of these two target shapes. But when I do this I get the double morph effect because the mesh I used as combination target, kept those already edited vertex data. I hope I made myself clear until this point.

So is there a way to use a mesh which keeps deformed vertex information as combination target without getting double morph? In other words, I’m asking a solution like using PlusMinusAverage node to prevent double transformation in this case for blendshape.

Thanks for any help.


#2

Use Add In-Between Target in the shape editor, which handles that automatically.

You can use “Add Selection as In-Between Target” to add an existing mesh as a target, but you don’t need to duplicate shapes to create blend shapes–that’s an old way of doing it. You can just add targets and sculpt the mesh directly. There are other uses for adding external targets to blend shapes, but it’s not needed just to create morphs.