04 January 2006

some better blendshape by peter shipkov

Lets imagine the next situation: we have a nice modeled face with 20-30 ( or maybe 500 ) blendShapes for facial expressions. Ok, sounds great, but what happens if we need to change, for example - cheeks, eyesockets or whatever other is needed ? Is it needed to remodel everything ?
Would be really nice if the blendShapes are dependent by the basic geometry - remodel only the basic one - update the blends automaticly.

I will use a simple scene with 3 spheres to keep the things simple ...
The left two spheres are blendTargets, the right one is the baseShape ( deformed object ).































In fact this simple technique works with all the deformer types. We can easily change the topology of any skinClustered geometry without messing-up too mutch the construction history. To do it fallow the next steps:
1. Add a empty transform node - "createNode transform";
2. Display the intermediateShape ( with command "DisplayIntermediataObject" from the "Deform" menu ) of the skined shape, and parent it under the empty transform node - "parent -add -s theNameOfTheIntermediateShape theNameOfTheNewTransform". This will create isntance of the intermediate shape.
3. Apply whatever you want modifications over the instanced intermediate shape and then delete its construction history.