Corrective Blendshapes: Manual Method (Maya) Vid 2/7

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  • Опубліковано 12 вер 2024
  • Creating Corrective Blendshapes in Maya the manual way.
    Big Buck Bunny Model copyright Blender Foundation.
    www.bigbuckbunny.org
    License: Creative Commons Attribution 3.0
    We can create corrective shapes without a plugin in Maya but it is not a nice way to work. However it's worth going over to see how the Extract Delta plugin works...
    1 Duplicate the mesh at the bind pose with everything zeroed.
    2. Unlock the attributes
    3. Move the duplicated mesh to the side
    4. Create a blendshape on the original mesh with "front of chain" in the options
    5. Test the blendshape it should make no change to the original mesh.
    6. Pose the character in the pose we want to correct
    7. Tweak the blendshape mesh until the posed mesh looks good.**
    ***Step 7 is very tricky in practice.
    Now lets move onto the plugin method!
    Presenter: Andrew Silke (Avatar, Harry Potter, Gravity)
    Website: www.create3dcharacters.com
    Facebook Daily Blog: / create3dcharacters
    Software: Maya 2014
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КОМЕНТАРІ • 29

  • @tristangybels8040
    @tristangybels8040 5 років тому +1

    where is the second tutorial?

  • @olesyanovik2118
    @olesyanovik2118 3 роки тому

    Thanks. Does Maya have Corrective Smooth modifier like a Blender? It is very nice for animation

    • @andrewsilke1
      @andrewsilke1  3 роки тому +2

      Yeah this tutorial is very old and it's all built into Maya now. The newer Blendshape Editor now handles creating the blendshapes automatically and extracting the deltas, so no need for this workflow anymore. Blendshapes in Maya are just a single node, so it's similar but not the same as a modifier.
      Maybe lookup some "Blendshape Editor" tutes. "Correctives" is more how you hookup the blendshapes to rigs, you can do that via "Set Driven Keys", or "Pose Interpolator" which is a kind of a RBF solver. Anyways you can lookup "Pose Interpolator".
      I use the "braverabbit SHAPES" plugin for all my blendshape work now, it automates everything nicely and handles complex setups. Its for professional setups.
      www.braverabbit.com/shapes/

    • @olesyanovik2118
      @olesyanovik2118 3 роки тому

      @@andrewsilke1 Thank you. Corrective Smooth in Blender works like Mayas Delta Mush. And Blendshape like Shape Key. Thanks for link

    • @andrewsilke1
      @andrewsilke1  3 роки тому

      @@olesyanovik2118 ah no, not delta mush, that's something else ;) Extracting Deltas is different from delta mush. Don't worry about what it is, the blendshape editor now handles it!

  • @cardieshe1371
    @cardieshe1371 3 роки тому +3

    is that Big Chungus?

  • @Prisoner-24601
    @Prisoner-24601 7 років тому

    I wonder how does its butt perform like
    I have problem with the rigs of fatty characters.

  • @HBMHD
    @HBMHD 8 років тому

    Nice... Wouldn't be better to modify the weight map instead though?

    • @andrewsilke1
      @andrewsilke1  8 років тому

      +HBMHD skinning weight maps? Nah that would either get intersecting or collapsing areas.

    • @HBMHD
      @HBMHD 8 років тому

      andrew silke Nono, I mean smoothing the weight map itself, or painting/erasing some areas to give the same effect, I've done it before, not on a fat character like this bunny though lol.

    • @justinyuvilla8944
      @justinyuvilla8944 6 років тому

      yeah that can work sometimes, but on other times it is too tedious or difficult to get right with no assurance of a perfect result. that's why using blendshapes can be better and a time saver as well.

  • @cheeztrap
    @cheeztrap 10 років тому

    Thanks. So if this is the "manual" method does that mean that there's an "automatic" blend-shapes method? I use Max and plan to also learn Maya sometime.

    • @andrewsilke1
      @andrewsilke1  10 років тому +1

      yes see the next video... 3/7... or look for the Shapes plugin by braverabbit.

  • @m.y.a.111
    @m.y.a.111 7 років тому

    Hello, I just want to know how do you model a simple character in order to apply blend shapes on it.

  • @chocochipcookiealert
    @chocochipcookiealert 6 років тому

    hello I desperately need help with something. This is the second time this has happened to me where i need to start all over. Basically I have a time editor open and I created a new composition for my characters hierarchy named practice for painting weights. This was just to paint the skin weights on my char. After I did all of this, I added some animation nodes and then deleted all of the nodes and composition because I had completed the adding of the weights. Everything was good. And SOMEHOW I keep making it so that even though, there is still a skin cluster for my model, the ctrl shapes, do not have any bind to the character or his joints. So it is as if i have not skinned it yet. Please help

  • @loeylecana1972
    @loeylecana1972 5 років тому

    *Andrew Silke* In the blend shape options it doesn't have 'Front of Chain'. I'm using Maya 2018, so what do I use instead?

    • @MDUmairKh
      @MDUmairKh 5 років тому

      "After" works fine I think.

  • @lawrencelawine9082
    @lawrencelawine9082 4 роки тому +2

    I'm not fat, I'm have big bones.
    Then the joints are made visible xD

  • @Amitkuliyal
    @Amitkuliyal 7 років тому

    how do you bring up this marking menu for displaying and hiding joints ?

    • @andrewsilke1
      @andrewsilke1  7 років тому +2

      That's a custom marking menu, it comes with the preferences on create3dcharacters.com

  • @SuperLIGHTMEN
    @SuperLIGHTMEN 4 роки тому

    Hi ! Can it be solved only by skeletons ?

    • @andrewsilke1
      @andrewsilke1  4 роки тому

      if you put enough joints in place. You can wire them to set driven keys. Blendshapes are much easier and are fast in Maya, the exception is exporting meshes to game engines, then joints can be handy.

    • @SuperLIGHTMEN
      @SuperLIGHTMEN 4 роки тому

      andrew silke Yes , I want to export it to Unity without using Blendshapes. And baking deformation into skin weights also didn’t show good results. So sad..

    • @andrewsilke1
      @andrewsilke1  4 роки тому

      ​@@SuperLIGHTMEN Yeah, you just have to be clever with the joint weights, you can use something like the SHAPES plugin, it has a mirror SDK (set driven keys) section too, so it's useful for joints as well as blendshapes. Search for
      braverabbit SHAPES
      Then find the set driven key tutorials

  • @justinyuvilla8944
    @justinyuvilla8944 6 років тому

    is this method still the way to go for 2018 maya?

    • @andrewsilke1
      @andrewsilke1  5 років тому

      In 2018 this is built in with the new blendshape editor. I use the plugin SHAPES by braverabbit which is much nicer and has more options.

    • @HeLIEl
      @HeLIEl 2 роки тому

      @@andrewsilke1 Can you export with blend shapes to game engine like unreal? And can you make updated tutorial i have Maya 2022

  • @Maher-
    @Maher- 7 років тому

    Hi, I had a problem, it's not In this tutorial, I have a flour sack for practice animation, when I raise the curve ctrl up or move it around and I click on bind pose, the character go back to its pose but the ctrl curve stay in place.
    When I move the ctrl a little the joint snap to it.
    How to let the ctrl curve go back to original pose when I click on bind pose?
    Hope you can help me I'm new to maya
    Thanks

  • @yeonpark6772
    @yeonpark6772 4 роки тому

    Please send me Script....