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 19-08-2009 , 05:29 PM
Vamtaro's Avatar
Registered User
Join Date: Jul 2009
Posts: 5

Corrective Blenshapes Question

Hello again,

Someday I would like to be able to actually contribute to forums instead of posting stupid questions on them, but since today is not that day, here I am with another stupid question.

I've been rigging a simple character, and I'm just about done. The whole rig seems to work fine, but I still need to fine tune some deformations. I wanted to add corrective blendshapes to the elbows so that they would deform realistically at tight angles. I made the blenshape and set a driven key with the blenshape node as the driven and the y angle of the skin elbow as the driver, then set a keys for the effect to be 0 at 0 degrees, 0 at -90 degrees, and 100% at -140 degrees. What happens, unfortunately, is that the bledshape's effect spikes up to 100% in between 0 and -90 degrees. When I try the same thing using the FK elbow joint as the driver, I don't get this problem, but that doesn't really do me any good, since the blendshape wouldn't take effect if I switched to IK. I may be doing this whole thing totally wrong, but it would be great if someone could give me their input on why they think this is happening. Thanks.

Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads