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 26-03-2014 , 12:20 AM
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Join Date: Feb 2012
Location: toluca lake california
Posts: 120

blendshapes imported...now what?

Hey all,

I had completed a model, rigged, attached smooth skin, and painted the weights. I had duplicated the mesh and kept only the head. I then imported it into Zbrush, not through GoZ but exported selection in Maya. In Zbrush, I sculpted away at the shapes for my blends, and then when done, clicked on the export all in the blendshapes for maya plugin.
I had the scene file opened that the original head mesh came from, my working file, and the blendshapes came through great as well as the blendshape window, everything works great on the head that appeared, floating in space, however, how do I attach this head blendshape to the original mesh so that it affects my main, rigged model?
user added image
Below is the file link....forgive the crude rig.

https://www.dropbox.com/s/4onhdb3ljd...ndshapeTEST.mb

# 2 26-03-2014 , 04:12 AM
Registered User
Join Date: Mar 2014
Posts: 3

Hey all,

I had completed a model, rigged, attached smooth skin, and painted the weights. I had duplicated the mesh and kept only the head. I then imported it into Zbrush, not through GoZ but exported selection in Maya. In Zbrush, I sculpted away at the shapes for my blends, and then when done, clicked on the export all in the blendshapes for maya plugin.
I had the scene file opened that the original head mesh came from, my working file, and the blendshapes came through great as well as the blendshape window, everything works great on the head that appeared, floating in space, however, how do I attach this head blendshape to the original mesh so that it affects my main, rigged model?
user added image
Below is the file link....forgive the crude rig.

https://www.dropbox.com/s/4onhdb3ljd...ndshapeTEST.mb

1)Blend all the shapes to a buffer. (A copy of the main mesh)
2)Test the buffer.
3)Blend the Buffer to the main mesh.

Then control the blends from the buffer in the blend shape animator. This may or may not be the correct way but it works best for me.

Good Luck,

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