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 09-06-2005 , 12:25 PM
Velusion's Avatar
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Join Date: May 2004
Location: Utah, USA
Posts: 369

Blend target problem

When I did my T-rex project, I set up a series of blend shapes to alter its facial expressions. Before I explain the problem, let me show you a picture of the model's head.

user added image

The blends worked well except that they did not follow the influences of the skeleton that the model was bound to. If the Rex's mouth was opened and I "morphed" his face into an angry expression, his mouth would close. Should that happen? I think that the blend shapes should follow the deformations caused by the skeleton but I don't have enough experience to know for sure.

One thing I can think of is that I created the blend shapes (copies of the head) before binding the model to the skeleton. I also "un-bound" the model several times during the rigging to adjust the skeleton.

Any thoughts?


Last edited by Velusion; 09-06-2005 at 12:32 PM.
# 2 11-06-2005 , 06:17 PM
vladimirjp's Avatar
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doing your blend targets befor binding is a good thing.

one reason why i think you may have this problem is because of wrong ordering in your input, make sure the blendshapes get evaluated before the skin cluster

another thing, maybe you centered pivot on your facial targets before you used/turned them into blendshapes, that might cause unwanted behavior.

# 3 13-06-2005 , 12:22 PM
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Thanks Vladimirjp,

You're right; the problem had to do with the deformation order. The good news is that it is very easy to change the order.:attn:

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