Maya Training

Creating characters In Maya and Zbrush

Maya Training

Creating character renders in Maya 2017 and Arnold

Maya Training

Spach-Alspaugh House the complete courseware
You are here > Home > SimplyMaya Community Forums

Welcome to Simply Maya

Please Sign in or Sign up for an account

Member Login

Lost your password?

Not a member yet? Sign Up!

Old 19-05-2003, 08:47 PM   #1
cb8rwh's Avatar
Join Date: Dec 2002
Location: Sunderland, England
Posts: 581
Thanks: 0
Thanked 1 Time in 1 Post
Default Blendshapes & skinning order


I want to use blendshapes to create some facial animation, but also use bones to open close the mouth. Can I skin the head then create blendshapes or do I have to create all the blendshapes first then bind the mesh?

cb8rwh is offline   Reply With Quote
The Following User Says Thank You to cb8rwh For This Useful Post:
gowda1988 (04-04-2012)
Old 19-05-2003, 10:11 PM   #2
BabyDuck's Avatar
Join Date: Nov 2002
Location: USA
Posts: 1,170
Thanks: 3
Thanked 12 Times in 12 Posts

why would you want to open and close the mouth with a skeletton? it is easier to just use your blendshapes for it - as there is more than one way to open your mouth.

just a suggestion
BabyDuck is offline   Reply With Quote
Old 20-05-2003, 02:30 AM   #3
The Maya Mountain
mtmckinley's Avatar
Join Date: Aug 2002
Location: Seattle, WA
Posts: 8,245
Thanks: 1
Thanked 25 Times in 25 Posts

probably safest to do blend shapes first.
The Maya Toolbelt
mtmckinley is offline   Reply With Quote
Old 21-05-2003, 06:37 PM   #4
Registered User
Join Date: Apr 2003
Posts: 23
Thanks: 0
Thanked 0 Times in 0 Posts

To answer your question: I think you want to have the blendshapenode below the skinnode in the "stack". In praxis I've created the blendshapenode aften applying skin and then moved it below the skinnode, but that can cause trouble and in some cases you just can't do it, so avoid it if you can! I surgest that you copy the headmesh, name it eg. Blendshape_Head_base and apply a blendshapenode with that as the only target. You then apply the skinning and when you are ready you just duplicate the base head, create the desired shapes and add those targets to the allready exsisting blendshapenode.

Joints for jaw: One nice thing about opening the mouth with a joint is that it is based on rotations. Blendshapes goes from point a to b in a straight line, unless you ad inbetween targets I guess. Also you can parent stuff like teeth to the joint. If you add an extra joint inbetween the head and jaw joint, and place it say around the forehead, you can use those rotations to bring the jaw in and out. With those bones you get: open/close, in/out, twist and "grind". If you want more flexibility simply add shapes also or maybe even tweak the skin deformations by driving shapes with joint rotations. If you look up the project "Cane Toad" they have a page describing how they rigged all the facial deformations of a character with bones instead of blends.. But that not for mortals to set-up!!

Whew.. many words.


Last edited by Nenox : 21-05-2003 at 06:39 PM.
Nenox is offline   Reply With Quote

A little bit about who we are
Links you might find useful
Catch up with SimplyMaya
SimplyMaya specialises in Maya tutorials. We offer over 1,000 individual Maya training videos, ranging from basic Maya tutorials through to intermediate Maya tutorials. Our tutorials are created by instructors with industry experience and are designed to get you up and running in Maya quickly without making it seem like hard work.

Copyright © 1999-2017 SimplyMaya - vBulletin® Copyright © 2000-2017, Jelsoft Enterprises Ltd.