Introduction to Maya - Modeling Fundamentals Vol 1
This course will look at the fundamentals of modeling in Maya with an emphasis on creating good topology. We'll look at what makes a good model in Maya and why objects are modeled in the way they are.
# 1 25-12-2002 , 05:30 AM
pitbull's Avatar
Registered User
Join Date: Dec 2002
Posts: 125

please help me with my urgent blendshape problem

hello guys.
i have a problem here with blendshape and set driven key....

fig1 shows the arm rotated in the Y axis at 90degrees...i added a blendshape/setdriven key combo that will deform the shoulder armpit area when the joint rotate in this manner...

everything is nice and perfect until i rotated the elbow joint(i also have a set driven key there that activates the blendshape when ever it rotated in x90 so the elbow dont look ugly when the joints move)...the morph target of the elbow somewhat affects the morph effect of the shoulders as well(fig2)...i tried removing the vertexes in component editor...but i cant find them is there a way to fix this? in max,u can apply the morph/angle trick locally to a given group of vertexes...is there a way out of my problem? please help me.


:-)
# 2 25-12-2002 , 06:10 AM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
I don't believe blend shape can be applied to just a portion of a surface...

# 3 25-12-2002 , 06:20 AM
pitbull's Avatar
Registered User
Join Date: Dec 2002
Posts: 125
is there a work aRUond? can i set the vertexes off?

i knew that u were going tobe the 1st one to answer!! lol :-)


:-)
# 4 25-12-2002 , 09:21 AM
pitbull's Avatar
Registered User
Join Date: Dec 2002
Posts: 125
what i am having is interloping morphs


:-)
# 5 27-12-2002 , 03:07 AM
Kurt's Avatar
Registered User
Join Date: May 2002
Location: Niagara Falls, Canada
Posts: 5,310
I've never been good with making blendshapes for arms or elbows Mike rocks at it. I just spend the extra time painting weights and weighing vertices. Have you tried using influence objects for the shoulders and elbows? I'll try and figure some other options out for ya also.


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 6 27-12-2002 , 04:11 AM
sdch1000's Avatar
Subscriber
Join Date: Jun 2002
Location: Miami, FL. USA
Posts: 110
Here's something I picked up from the Gnomon Videos, it may help (or not).

First of all this might be kind of buggy so you might need to delete both of the blend shape nodes, delete history and start over.

Do the blend shape for the shoulder first. When you are creating the second blend shape (for the elbow), click on the "Advanced" tab in the option box and set the deformation order to "Parallel".

By doing that you are telling Maya that the new blend shape mixes together with existing blend shapes instead of overwriting them.

Hope that helped.


Steven C.

Last edited by sdch1000; 27-12-2002 at 04:13 AM.
# 7 27-12-2002 , 07:00 AM
mtmckinley's Avatar
The Maya Mountain
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
I'll have to try that, sdch! user added image

What I've usually done is have multiple copies of the arm, torso, whatever for making different blendshapes for the shoulder, elbow, etc... kinda like having multiple head models for facial morph targets.

# 8 27-12-2002 , 01:02 PM
pitbull's Avatar
Registered User
Join Date: Dec 2002
Posts: 125
sdch: cool!!!!! im learning something new everyday here in simply maya :-)

what im doing now is making sets for the vertexes...it works fine :-) it applies the morph locally :-)


:-)
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads