Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 06-12-2002 , 04:17 AM
dkouts's Avatar
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Join Date: Oct 2002
Location: Australia
Posts: 46

Blend Shapes using Group Node???

Hi all...

When you model a characters head made up of a few seperate nurb patches all grouped under one parent Group Node called say "Final Head", can you then push & pull the CVs of the "Final Head" master model AS A SINGLE OBJECT for creating blend shapes?

Seems I'm only able to select & edit CVs on the individual patches & surfaces.

This is one of those "How Maya does things" questions.

Dan

# 2 06-12-2002 , 09:40 AM
BabyDuck's Avatar
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Join Date: Nov 2002
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i have no idea about it. as quick and dirty fix you could convert the nurbs to poly, and combine the different parts together. the nurbs get tesselated sooner or later anyway before rendering.

and maybe you should wait for blend shape experiences people user added image

# 3 06-12-2002 , 03:08 PM
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Ok, select your Final Head node, copy and make as many as you need for the faces you want to create. (MAKE SURE YOU DO ALL YOUR COPYING FROM THE ORIGINAL FINAL HEAD NODE). Pull and model the copys as you wish, in the hypergrah select all the copys of the final head at once then SHIFT select the original head. Go to your animation window set, and go deform create blendshapes. That should do it a window will pop up with sliders.

Sometimes you will get weird things happening if you make a copy from a copy with multiple sufaces, but it should work as long as you make all the copys from the original "Final Head"

Kurt


I am enough of an artist to draw freely upon my imagination, knowledge is limited, imagination encircles the world. (Albert Einstein)

https://www.artstation.com/kurtb
# 4 06-12-2002 , 03:36 PM
dkouts's Avatar
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thanks Kurt!

One thing I did discover was that to include any 'single object' non deforming surface (like free-floating cartoon eyebrows that just go up & down & rotate) you actually have to select all its CVs and move THEM as a mass.

It wont work just using transform manipulators directly on surfaces at the object level. Need to alter geometry at the SHAPE node level.

Dan

user added image

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