*image removed due to confidentiality issue
Say, u've got the head, properly done with blendshape applied. Suddenly client said.."oh you know, it should be bigger or tapered". Changing the main shape will affect the rest when you adjust the slider. and if you have defomer (lattice) applied, deleting history won't solve the problem..I'm using maya 6 in the office, but tried on v7 "bake topology to target" still doesn't work, because it's DEFORMER, not adjusting components (verts, edge, or faces).
So Khiang (our 3d head) come out with a very simple solution that i never thought of:
- so u have the head with all blendshape applied.
- modify the base head ( bigger, tapered)
- don't delete the history yet
- depending on how many expression you have, let's put 2, frown and smile.
- slide frown to 1, and then duplicate the base shape.
- slide back frown to 0 and slide smile to 1 , and then duplicate again.
- Now, u've got the new shape (tapered head).
- Delete history on base head
- Create blendshape again.
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The second problem I encountered today is set preffered angle for joint.
Maya had problem calculating preferred angle if you set your joint parallel.meaning they're straight 90*. try create 3 joint from top by holding shift and apply ikHandle on it. It won't work.
Solution:
1. Create joints slanted a bit. meaning they have a little bit of bend so maya know where and how to calculate.
2. you can still create straight joints, but BEFORE you create ikHandle. rotate them a bit, then RMB>set preffered angle. Set the rotation back to 0 and apply ikHandle. That way Maya remember the angle that you preffered.
I wish even myself understand this after a while :P