Hi.
Wondering if someone has any insights into a corrective blend shape issue I’m having.
As a simple test I have a basic leg mesh and two joints. The steps I’m taking are :
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Make two copies of the deformed/bent leg. Call one “Negative” and the other “Positive”.
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The Negative mesh I don’t touch, the Positive I take into Zbrush for a quick sculpt of the corrective shape.
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Back in Maya I apply the Positive and Negative blend shapes to the original mesh using the Parallel blend shape option.
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The Negative blend shape I give a weighting of -1, the Positive blend shape I give a weighting of +1. From here I use a set driven key to drive the weight of the blend shape envelope with one of the joints rotations.
This works reasonably well, except …
… the resulting blend shape loses some of the detail from the positive blend shape, i.e. it’s a bit “soft”, as if it is not being fully applied.

Any ideas ?
Cheers.
), and as these don’t tend to be animated much (