Maya BlendShape Tips and Tricks
Вставка
- Опубліковано 12 вер 2024
- Good news! The new Shape Editor in Maya 2016 Ext 2 solves this problem altogether.
area.autodesk.c...
My Blog - area.autodesk.c...
Check out my blog for more demo movies like this...
Maya BlendShape Tips and Tricks: Have you ever needed to change a character's face after you've already gone to the trouble to create the phonemes/expressions for animation? Check out this demo for tips and tricks on how to do it. - Фільми й анімація
when the client said (( just finish the character and the rig, and we will adjust how it looks later )) i was like hmm okk, then i found your video!
Best tutorial on the entire UA-cam! Simple, fast and awesome
Wow the push feature using the slide edge is fantastic. Thanks for showing this!
you're a freaking Genius thank you so much I've been tearing my hair out for a couple days trying to figure out how to do this.
The bake topology to blendshape targets is still useful even we got shape editor nowadays! Thanks= )
Awesome video. You explain it clear and perfect. Please continue posting videos. This one has helped me tremendously!!
Great tutorial and tips! I'm definitely using this when I do blend shapes again. I don't even think I've used that input menu before, there is one similar to affect the weights of verts but i think that was a different one.
You saved my life bro, thanks.
Wow man This ROCKS!!! so simple yet so effective Thanks very much!
thats a pretty neat trick! Was there any more videos from GDC made available online? thanks Steve!
secret behind blendshape....very helpfull..thank you Steven !
Thank you so much man, you saved me :) 🤝
one of the superb tutorial and very much helpful thnx alot...
Hello! Thanks fot the great tip. I have a question though. I'm using Maya 2020 but changing base mesh won't apply on blendshapes... your method seems working but I don't think shape editor solves that problem at least for me. What did I miss?
Also it'll be grate to see some book or something about the technology of breaking the blends to multiple parts so they work together perfectly. I've met unexpected problems there and ther's no info on the net =\ Many THENX!
amazing work dude, thanks alot!!!
Thank you sir. This video is very useful for me
Really Really helpful Thankyou very much !!!!
Very nice and veru helpful...Thanx..
Very helpful! Thanks Steven
This is SO helpful! Thank you!
Man, this is a potential life saver on my next freelance gig. Thanks so much for the video
great tutorial! QUESTION: is it really necessary to model so many different heads for the expressions? Why can't you just rig the 1 main head with a bunch of joints and then create expressions like that? Were the faces deformed using the Sculpt Geometry Tool or was it done in ZBrush or another software?
great video!!!
Excellent! Thanks
Thanks mate! you are a LEGEND!!!
Man, so useful! Subbed!
Thanks a ton mann! You saved me! :) :)
hey, great video, i am totally new to maya, how do you quick select the reflection?
what if i connected my blendshaped head to the body, can i still edit the targets?
In maya 2016 if you modify the base object, the changes are automatically made to blendshape.
Yes this workflow/tool was only applicable to blendshapes prior to Maya 2016
Great video, that trick about using it to bake sculpted tweaks is really a lifesaver.
I was wondering though, what if someone else in the pipeline (the modeler) modifies the topology, and then just sends you the mesh and you are expected to integrate it into the rig? It's not a problem to Copy Skin Weights, but I tried to connect the existing blendshapes to the new mesh and I can't find a way. If I connect the OutputGeometry to the InMesh of the new mesh shape node, it just eliminates the topology changes.
+Alexander Lee been looking into this more, seems like using the Wrap deformer is a pretty good option. Still would like to hear any other ideas people may have
Thanks fricken useful :D
I needed to know what a blendshape was
Thenx! It's just the first time i'm doing blends. Your tip is WERY helpful. Now the problem is that Maya and ZBrush has different methods of smoothing and I wonder what if i'll export all of the blends with the model to Maya and then fix the model to the non smoothed state as before ZBrush snoozing and the model will bake topology to blends. But I don't know how to force those changes to the model. Have any ideas?
I'm Adding blendshape after skincluster causes rig to break
How about unable to rearrange the input?
Really helpful!
you are my savior
Do you leave the tweak and blendshape nodes in that order in the input list or should you switch them back when finished editing?
Thanks so much!!
What bug? The topology tool works that way by design. It looks for mesh edits before component-level tweaks.
another problem was having skin in the the input stack. This needs to be under the tweak as well.
Do you have to use the middle mouse button? What if I'm using a laptop, which doesn't have a middle mouse button? Is there another way?
tx for that nice tip !
@stevenroselle yeah all working, I had some shapes that were not in the bs node but still in the scene - led to confusion. Is there a way to copy a tweak to another model - like a poly edit modifier?
thnx for the video sir! really helpful, may i just ask for your kind help sir, i've been having problems lately with the blendshapes that i've done, i've made over 30 blendshapes and it works fine when the character is on its original pose, but after skinning when i move the character to animate it the blendshapes seems to be off, i've read some articles and it says to re-arrange inputs but i cant seem to have the parallel blendshape switch to the skin node, any ideas sir?
Very usefull tutorial thank you. I have a question. Let' s say that i have finished with my target shapes and i realise that i have some changes to do with my base mesh. The problem is that i forgot to do the action "create blend shapes" before make that changes into my base mesh. I have done a lot of work in my base mesh and then i realised that bake topology to targets is not a realistic choice beacause i have no targets. Can i somehow transfer that changes to my "not yet" target shapes and after all do the action "create blend shapes" Sorry about my bad English.
Friendly
Panagiotis
+flatliner770 You can, but only if the target meshes have identical UVs to the base mesh. If so, you can use Mesh: Transfer Attributes with these settings: pasteboard.co/7I0ldd1.jpg
You can also use topology as the sample space, but the topologies would then need to be identical. And from what I can understand, you can't do this because you've already changed your base mesh topology.
+ProteusX2 The only defferences between the base head mesh and the "not yet" targets are two less edge loops on the lips, some thickness inside the mouth and some changes in weights. Thanks for your reply.
Panagiotis
Hi, i´m having an issue here. I have made a hood animation in blendshape but after modifying the mesh and applying the bake topology option one of the vertex stopped working. The hood goes down but the top vertex remains in place. Any idea how to fix this?
It is REALLY very helpful! I can not thank you enough!
Thank you!!!!
Thank You
Problem I have that after I propagate the changes and export model to unity or import that fbx back into empty maya project, when i move blendshapes they deform the model as the old blendshapes before the propagated changes. Any know where im going wrong or should i do something more to fix this ?
hmm - this is not working. Is there something I can check in the hypergraph to make sure the connections are in place for this to work?
Excelente!!!
@SubZeroMediaProd links seem to be broken again - is there a way to reconnect the shape to the channel in the bs node?
I have a problem there. The Blend Shape node dasn't want to come down. In fact i can't move any of the nodes
And if I understand correctly the meaning of all this if we already have already made mimics a main head, but then we want to change the shape of the main head, we not to do over again all these mimics following heads, we simply change their shape in shape the main head this correct? I understand you correctly?
Otherwise, many thanks for tutorial.
Yes that is correct. Although this workflow/tool is only applicable to blendshapes prior to Maya 2016. Here is an example of the new workflow post Maya 2016 -> ua-cam.com/video/drGGD8KjHkM/v-deo.html
how to replace the head if I worked in Zbrash
THANK YOUUUUUUUUUUUUUUU SIR!
cool
can we blend UV while blendingshape
i dont know if you understand me, what i mean if i wana make like hulk can i blend the texture and normal map and specular bla bla bla
Good Good Good~! (:
why dis nigga look happy
Supar
Hindi sar