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Mirroring Blendshapes - wrap deform issues resolved

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  • Mirroring Blendshapes - wrap deform issues resolved

    For those of you having issues with mirroring blendshapes useing the wrap deformation:

    The wraps can do odd things if points are too close together...this generally happens if you are working at a very small scale. I was working with a character whose width was about 1.5 units.

    Resolution:
    --select everything in the scene and group all of it together (ctrl+g)
    --name the group
    --scale the group x10
    --from this point forward you will have to keep the objects within this group and do not freeze transformations (unless you want to recreate all your blend shapes)
    --delete the history for all selected objects (edit > delete by type > history)
    --then follow these steps for applying the wrap

    --assuming you've created the blendshape called L_Brow_Up
    --duplicate the original head once
    --name this duplicate mirror_temp and put it inside of character group that was scaled earlier
    --select L_Brow_Up and then shift select mirror_temp
    --create a new blendshape (leave slider at zero for now)
    --select mirror_temp and scale X by -1
    --select the original head and duplicate a second time
    --name this duplicate R_Brow_Up and put inside character group that was scalled earlier
    --select R_Brow_Up and set the manipulator handle to the mid point at the base of the neck (while holding down d and v together click and drag with middle mouse button near the point you wish to snap to)
    --snap align R_Brow_Up to mirror temp to that they are almost perfectly overlapping
    --select R_Brow_Up and then shift select mirror_temp
    --create the wrap deform (deform > create wrap)
    --in the blend shape editor set the value of the mirror_temp blend shape to 1
    --R_Brow_Up should conform automatically to the new shape of mirror_temp
    --if so then with both mirror_temp and R_Brow_Up selected delete the history (edit > delete by type > history)
    --now select mirror_temp and delete the mesh
    --notice that a new oject called mirror_tempbase was created, you may also delete this now
    --now select R_Brow_Up and shift select the original head
    --create a new blend shape
    --thats it!
    --now you can select that group that you scaled x10 and scale it down to 1 and unparent all upjects within it
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    Last edited by Sam Treadway; February 7, 2005, 05:01.
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