Introduction to Maya - Rendering in Arnold
This course will look at the fundamentals of rendering in Arnold. We'll go through the different light types available, cameras, shaders, Arnold's render settings and finally how to split an image into render passes (AOV's), before we then reassemble it i
# 1 09-05-2016 , 07:42 AM
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Join Date: Jun 2010
Posts: 7

Maya 2016 Delta Mush Deformer and Blendshapes issue

Hey Guys,

I've been looking at and trying to use the new Delta Mush deformer in maya 2016, which is supposedly great for skinning and more or less eliminates the need for corrective blendshapes. The laplacian smooth works like a charm.

However, my rig is one which is composed of both joints and blendshapes. When i trigger a blendshape with delta mush enabled, the blendshape loses its intensity because the delta mush smoothes over it, as it is above the skin cluster in the deformation order.

I need blendshapes to look exactly as i have made them in my rig, and with delta mush i'm not being able to use the blendshapes at all because they're all being smoothed over. I'm sure there is some solution to this, but i can't think of it. Its kind of urgent.


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# 2 09-05-2016 , 05:31 PM
Join Date: Dec 2005
Location: Toronto
Posts: 3,374
What is your complete deformation order? Can you have skin cluster, then delta mush, then blendshapes? I feel like that's the wrong order, but might be worth trying.

You can also specify which verts will be affected by the delta mush, so if you have just facial blendshapes, for example, you could just grab the body for the delta mush. That's what I did on a recent project.

# 3 29-05-2016 , 03:18 AM
Registered User
Join Date: May 2016
Posts: 1
Solution is to apply delta Mush only to specific parts of your mesh, so it doesn't interfere with any blend shape areas.
Highlight all the vertices you want deltamush to be active and apply deltamush. Select your mesh, right click> paint > deltamush > ... to see the weight distribution showing where deltamush is active (white) and inactive (black).

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