Corrective blendshapes in maya 2011 ? (parallel blender)


#1

Hello fellow cgtalkers.

I can’t seem to apply corrective blendshapes properly as I used to do with the parallel blender; now when I have Animation Blendshapes + Smooth Skin if I pose my character, use a corrective blendshape script: (http://www.martinruizl.com/corrective-blendshape-mel-script/) which returns the deformation minus the bones deformation, it breaks.

:curious:
The parallel blendshape node kind of works, but I get weird deformations all over the body. What’s everyone elses workflow ? (I can’t use a plugin)

Also try to change the input orders of the parallel BS crashes maya, but I realize this is something you shouldn’t do.


#2

maya 2011 is somewhat buggy when it comes to sorting your deformation order (cant open inputs all on some rigs). I use the mel command reorderDeformers “deformer1” “deformer2”; in that case. as for blendshapes i resorted to using them on a separate mesh thats then blendshapes onto you skin mesh. that way several iinputs seem to work better for me.

And yes, parallel blending modes defintiely seem strange…


#3

I figure I’d do it the old way and it works (with the parallel blender). I just dropped all the scripts and used the old school method

*rotate the elbow joint until it looks bad
*duplicate the mesh, call it A
*duplicate again, call it B
*sculpt B until it looks right
*setup a blendshape on your skinned mesh to both A and B, with mode set to parallel
*set blendshape B to 1, A to -1. This will subtract the transform weirdness, so you can now rotate your joint to 0, duplicate that shape, delete A and B, and you have your corrective shape made.

But I thought that would allow me to use a ‘front of chain’ blendshape, which doesn’t work, but the parallel blendshape works, no unwanted deformations. Will post more as bugs come.


#4

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