Connecting Corrective blend shapes to Global Scale(Rigging in MAYA)


#1

How to Connect Corrective blend shapes to Global Scale(Rigging in MAYA).please help me


#2

Its a fairly vague question in the sense that the term “corrective blendShapes” could mean different things depending on how you are building your rig and at what stage you are applying them. Can you explain a few details about the way you are using them and why simply scaling the final mesh is not working the way you expect?

David


#3

i am applying “corrective blendShapes” after completion of complete rig and skinning.

for example:

*rotating the elbow joint until it looks bad
*duplicating the mesh, call it A
*duplicating again, call it B
*duplicating again, call it C
*sculpting B until it looks right
*applying A,B to C as
*setting blendshape B to 1, A to -1.

after that applying C to the main body as keeping the option “parallel blendshape” in BlendShapes.


#4

Instead of the parallel blendShape I would use something like cvShapeInverter to invert C and apply it as a front-of-chain blendShape (ie before skinCluster)

David