Maya for 3D Printing - Rapid Prototyping
In this course we're going to look at something a little different, creating technically accurate 3D printed parts.
# 1 17-09-2005 , 01:50 PM
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adding more blend targets after skinning

hi

anyone know how to add more blend shape targets to a Blend (morph) after skinning the model? I tried copying out the original mesh to remodel then add back as a new target but it doesn't recognize it. Says: Specified blendShape not found in history of polySurface1.
??

anyone?

thanks

# 2 17-09-2005 , 11:35 PM
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Join Date: Mar 2005
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hi,

check if you switched off history, if so turn it on. Also make sure you select the target object before selecting the base object and if all this doesn't work try to make sure the blendshape calculates prior to the skincluster. You can do this by clicking on the input node above your workspace and drag the blendshape target onto the skincluster.

I hope any of this work for you. PEACE


give to life want you want from it.
# 3 18-09-2005 , 07:05 AM
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hi bala it doesn't work. My blend is already below the skin node. Also it doesn't let me drag into it anyhow...

anybody?

thanks
user added image

# 4 19-09-2005 , 09:14 PM
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if i get you right, you have already smooth skinned your model. and you probably have a few blendshapes already as well. right? now you need to add more blendshapes.
for that, here's the solution. you select the both the models in proper order, then you go to deform>create blendshape>options. there, under the advanced tab change the deformation order to front of chain.
that should solve your problem i think.

# 5 19-09-2005 , 09:24 PM
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heh, i checked your post elsewhere and realized that you probably know more about rigging than i do. so, disregard this oneuser added image
ok, good. so, i'll be asking you my questions about rigging. user added image

ps. when you copy your orginal did you try doing edit>delete all by type>history... i just click away at every single item in that menu.
also, after doing this, you should do, file>optimize scene size.


Last edited by utpal; 19-09-2005 at 09:50 PM.
# 6 21-09-2005 , 01:57 AM
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hi utpal

thanks for the response. yes I did delete history and all that (tho there was no history to delete after I duplicated - I did it without copying History).

as for your method of adding blend shapes - it still doesn't solve the problem of how to add shaes to the same blend node. what it does is it puts another blend node on top of the old one - so now when you want to control your blends you have to go between 2 nodes in the channel box / blend editor. I am trying to find out how more shapes can be added to the same blend node / operation once other operations have been performed (eg. mapping, skinning and smoothing)

thanks anyway!

cheers
Lisa

# 7 21-09-2005 , 02:14 AM
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Its probably too late to add blend shapes to the existing node. One way that makes multiple blend shape nodes not too annoying is the Blend Shape control window that is under Window > Animation Editors > Blend Shape.

It'll list all the sliders in a single window for easy access.

# 8 21-09-2005 , 08:16 AM
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ok thanks

just wanted to know if it could be done.

cheers!
L

# 9 27-09-2005 , 01:30 PM
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hey lisa, that would be nice, if it could be done.
if you can manage that, i would also like to know how that could be done...if you wouldn't mind telling me...
meanwhile, i have a problem that you might be able to solve. can you please check out my querry over at:

https://forum.simplymaya.com/showthre...319#post169319

hope you don't mind my asking... :p

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