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# 137 28-10-2005 , 07:36 AM
Falott's Avatar
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Join Date: Jan 2005
Location: vienna
Posts: 1,095
after some playing with blendshapes, keeping in mind the skeleton is ik-rigged, i came to this conclusion.

creating blendshapes with IK is really bad!

even if IKblend is off, all joints inherit funky rotation values in all axes. therefor there´s no clean way to link joint.rotation to a blendshape, for the very reason of the foot´s IK which is sticky and while bending the leg the foot stays on the ground which is resulting in geometry deformation - ergo it´s making no sense duplicating the geometry for using it as a blendshape.

long talk short sense -

would anybody agree to create blendshapes before setting up the IKs?


everything starts and ends in the right place at the right time.