Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 04-10-2006 , 05:06 AM
mr pix.'s Avatar
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another blendshapes question (soz)

I am creating mouth and eye movements following chris frams lip tutorial using blendshapes.

Ive done a practice run and its awesome. The results were superb, longer to set up but easier in the long run.

Ive done my dummy run, now im starting again.

HOWEVER, i only have a head and have yet to create the body. When i attach my original mesh to the body, will it affect the blendshapes????

Can this be done?


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# 2 04-10-2006 , 06:42 AM
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not sure if it will affect your blend shapes - probably I would imagine.

What do you mean by attach - as in making one object from two?

Why not leave the head and body as seperate pieces of geometry?

# 3 04-10-2006 , 07:15 AM
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how do u do that without merging?

combine?


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# 4 04-10-2006 , 07:19 AM
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can u also tell me pls:

I am creating a blendshape of a head. so i have 2 heads, my skin mesh, and my blendshape. I use my duplicate (blendshaped) head to drive my animation controls using joints, clusters and locators around the mouth and jaw.

How can i do this so when its all rigged, and i rotate my jaw on the blendshaped head, it copies that of the original.

I used Chris Frams Lip tutorial, but at the end he rotates his duplicate head, which drives the orignal, but didnt explain how he did it. Any ideas???


THANX in advance

:headbang: :headbang:


those who succeed are only the failures that never gave up.

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# 5 04-10-2006 , 12:10 PM
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haha. sorry guys!! done it again!!!!!!

Its like fate,...every time i get stuck...not long after i post a question, i suss it myself! if i dont post, im stuck for hours, as soon as i cry for help, the answer falls on my lap!

As soon as i created the blendshape, in order for it to work with bones etc on my original mesh, i had to weight the duplicate (deformer) to 1.

:attn: :attn: :attn: :attn:


those who succeed are only the failures that never gave up.

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