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telefunken
05-18-2006, 06:42 PM
hi, i have a problem. is there a way to add blendshapes to a already bound and skinned carecter face? it is bound whit smooth. problem i get is that when i add a blendshape it is not effected by my joint in the jaw. understand me? i have tryed alot of different settings on the blendshapes but still nothing. it is importent for me that i can have two or more blendshapes affecting the face at the same time. like one eye shut and the other half shut...but please, tell me if you understand or if you have a sulotion...thanx:)

marioshungry
05-18-2006, 07:34 PM
it's probably your deformation order. you have to tell maya what to do first. when you apply your blendshape, select your character, right click, go to inputs, then go to all inputs. this shows the deformation order. then just middle mouse and move the blendshape down.

see Change deformation order in the help files.

peace

delano
05-19-2006, 09:05 AM
Hey, telefunken! DT's got a kit that should be able to solve this issue you're having. Here's the link:

http://www.digitaltutors.com/store/product.php?productid=53&cat=40&page=1

I hope you get it figured out. Take care.

apw546
05-19-2006, 10:55 AM
There's also a free tutorial that might help.

http://www.digitaltutors.com/digital_tutors/video_details.php?v=150

telefunken
05-19-2006, 11:08 AM
i cant afford a kit right now..i have now tryed alot of different settings and tryed to move the blendshapes in the input window whitout resoults. i am realy loosing it here, seems like maya is bugging out all the time. i want two blendshapes affecting the surface at the same time, therefor i choos the paralell blend option. but then i try to aply it to the smooth binded face it says that i have no deformeble surfaces selected, whitch i say is just lying! when i detatch the skin from the skelleton it works fine but then i would have to paint all the waiths again. to come around this i tryed to export the waight maps of the face and then detach the skin, aply the blendshapes and import the skin waight maps again. this dossent work either. the resoult i get when i try to rotate the joints is alot on vertecies is not effected.

if anyone have manage to animate an already smoothbinded face with blendshaps and have two or more blend shapes effecting the face at the same time, please tell me and ill give u a medal;) but seriusly, any help or ideas are verry wellcome. thanx

telefunken
05-20-2006, 08:39 AM
hi, i have to say sorry for my stupidety. i realiced that what made maya bugg is that i deleted some faces after bind. anyway, i have manages to come a little bit further and now only one problem remanes. i have attatched an image were u can see that the blenshape that are affecting the eyebrows is deformed with the skin cluster becouse of the deformation order. but the blend shaps are lined up so that they will be the first to be calculated. but becouse i use a parallel blend i have a parallelblendshape node that is calculated last on the list witch gives me problems. the eye brows are effected by the smooth bind. i have tryed to move the parallel blendshape node middel mousbutton drag and drop it on the skin cluster but when i do that. everything on the list disaperes and it looks like if i had deleted the history of the face. so, my question is, is it possible to change the deformation order if u have chosen to use parallel blendshapes? btw thanx for all the help!:)

delano
05-22-2006, 09:26 AM
:hello: Hey, telefunken! I don't believe you can change the deformation order with a parallel blend, other than being able to move "tweak" up so that it is second in line, but once you do, you can't move it anywhere else (unless you undo back to where it was originally).

Where you try, a warning message appears stating, "parallelBlender and ... are already in the specified order."

Sorry I couldn't be of more help on this issue.

telefunken
05-22-2006, 10:22 AM
thanx for the replie, is there some other way to have two blendshaps effecting a single surface at the same time, without using parallel blend shapes?

shk1101
05-22-2006, 11:42 AM
If you want to have two blendshapes to work together, you can select the two blendshape targets and select the base mesh last and then create blendshape.

Hope that helps.

telefunken
05-22-2006, 05:26 PM
u are a geius!. thanks alot for that. problem solved! thanx a million!!:)