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Old 08-02-2006, 09:18 AM   #1
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Default skeleton not following body blend shape

hi there

sorry to sound like a newbie,

i made a human body and skeleton, binded the skeleton to the body.
when i move the skeleton the body moves ok.
ive created a blend shape for the body in a different pose. when a use the blend shape the body moves to the pose but the skelekton does follow to the pose it feels like its detached from the body.

any ideas

thanx for your time
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Old 13-02-2006, 08:22 PM   #2
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It's because the bones are not attached to the skin. The skin is attached to the bones. If you use a blend shape to move the vertices of the model it won't have any affect on the bones. Why would you want to pose your character with blend shapes anyway. That is what bones are for. You can pose your model (with bones) then save the pose so that you can go back to it as quick as clicking the mouse button. Read the help files for "poses" and also for "non linear animation"
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Old 14-02-2006, 02:31 AM   #3
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Well i have the same problem as you. But i just figured it out.

Select the geometry, right click, select inputs-all inputs. A new window will appear. Middle click the name "blendshape" and drag it down at the very bottom. So all the joints are above it.

It will work. I just tried.
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Old 14-02-2006, 09:22 AM   #4
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ive put blend shapes at the bottom hulkis2001 but it still dosent work.

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Old 14-02-2006, 11:46 AM   #5
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Try putting it under the skin cluster.


Which bind did you use? Smooth or rigid bind? I've had problem like this with smooth bind so i switched over to rigid bind and it works perfectly fine with it.
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Old 14-02-2006, 11:51 AM   #6
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http://3dbuzz.com/vbforum/showthread.php?t=124998

Check this thread out. This guy is having the same problem as you. Your best bet is to not use blendshapes for the body movement.

though if you really want to move the body, you can use set driven key. Add an attribute(s) and you can pose it in any position you want.
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Old 14-02-2006, 01:36 PM   #7
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dont freeze transforms on your blend shape when u movve it to the side.
thats the problem.
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