Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 19-03-2008 , 03:20 PM
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Blend shapes questions

Hi folks,

should I add these before or after I bind and paint my mesh to a skeleton? Also, do I need to copy the whole mesh to make the shape or just the area in question (could I just duplicate the face faces for a smile for example).

Finally, any issues I should be aware off?

thanks again

gubar

# 2 19-03-2008 , 05:41 PM
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I make my blendshapes before rigging and you shouldn't attach everything , for blendshapes you"ll need for starters only the head(some people include a bit of the chest to simulate breathing).
And yes there are issues that could arise, but not neccesarily user added image

good luckuser added image

# 3 21-03-2008 , 01:04 PM
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Hi,

thanks for the response.

I have tried just duplicating the faces I need, or duplicating them all the deleting those I don't need, but in each case it will fail to make a blend shape - it says that the meshes don't match. Am I doing something wrong?

Also, can I safely bind and paint him before the blend shapes? It's just that I'm keen to get him rigged up first if possible - can I just adjust the deformation order later in the inputs list?

thanks again,

gubar

# 4 21-03-2008 , 02:41 PM
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Select the faces you want to use as blendshape then select extract (somewhere in the polygon menu i believe)
Then go to objectmode and you have to separate objects head and body now you can select the head and duplicate it several times for your blendshapes.

And a final advice;
Don't rush it just take the time you need every step off the way; my motto is first do it good then quick.

# 5 21-03-2008 , 03:11 PM
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Ok, thanks again for that.

If I do that on a bound mesh... can I recombine the head with the rest of the body, merge the verts, and have it maintain the original weights?

thanks,

gubar

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