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# 1 19-06-2003 , 11:05 AM
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blendshapes troubles

hey
ok i have my blue guy rigged
when i try to apply blendshapes he moves out of the skeleton and to the position wear the target is instead of just moving the face vertex ?

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# 2 19-06-2003 , 12:09 PM
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Sounds like you deleted histoy or freezed transformations on your duplicates mate.....


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# 3 19-06-2003 , 08:19 PM
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Agree with the post above...you should NOT freeze transformations when you duplicate geometry for blend shapes.

A fix...maybe....would be to get rid of your blendshape node (but leave the target geometries). Reposition each target at exactly the same coords as the base geometry and THEN freeze trans on ALL. Make your blend shape node, finally rebind the skin and all should be well.

# 4 25-06-2003 , 10:24 PM
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Originally posted by jsimpson
Agree with the post above...you should NOT freeze transformations when you duplicate geometry for blend shapes.

A fix...maybe....would be to get rid of your blendshape node (but leave the target geometries). Reposition each target at exactly the same coords as the base geometry and THEN freeze trans on ALL. Make your blend shape node, finally rebind the skin and all should be well.

why would he need to rebind the skin? it is enough to change the order of the deformers so the blendshapes are before the skeleton. (rmb ->inputs->all inputs and then move the inputs to change order).

# 5 25-06-2003 , 10:33 PM
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I had this problem when i was doing my blend shapes before. I don't think u can fix it. I tried so many ways to fix it but it wouldn't work. What you have to do is unbind it, then bind it again, and redo the paint weights. Thats what I did and it works fine. Oh yeah and you shouldn't have to redo your blendshaps when you rebind it.

# 6 26-06-2003 , 11:59 AM
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ok cheers everyone


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# 7 27-06-2003 , 08:32 AM
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maya

Agree with the post above...you should NOT freeze transformations when you duplicate geometry for blend shapes.

A fix...maybe....would be to get rid of your blendshape node (but leave the target geometries). Reposition each target at exactly the same coords as the base geometry and THEN freeze trans on ALL. Make your blend shape node, finally rebind the skin and all should be well.

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