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[maya] really odd problem with baking blendshape animation

Bummer6
polycounter lvl 15
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Bummer6 polycounter lvl 15

So I have a mesh with blendshapes that I've animated. I bake the blendshape animations like I always do by selecting the blendshape node and then baking. Now I export the animation as a .fbx file, making sure all the correct export settings are ticked, again, just as usual. So far so good, but when I re-import the .fbx something extremely weird has happened... My blendshape connections have been jumbled. The blendshape called "mouth_open" is now "R_eye_close" and "R_eye_close" is now "R_brow_raise", etc, etc... It's as if someone took all the blendshape connections and randomized them. This means that if you only look at the values being animated, it looks correct. But if you look at how the animation looks, everything is wrong.

Here's a link where you can see what I mean. Look closely at what blendshape I'm manipulating and what it actually does to the model.

https://gyazo.com/7e76e380d5d489920df27311622ec619

Replies

  • RS7
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    RS7 polycounter lvl 3
    Have you test the shapes separately? duplicate your neutral head shape and all the blend shapes and try them one by one to see, if there's some vertex issues. or maybe some maya's bug. You can also delete history for all the meshes and blendshape them again.
    As a last resort, what i've done with these kind of anomalies, i've exported all the meshes out as obj and start fresh and rerig.
    Sometimes it's near impossible to figure out what might be the case. And it's pretty hard to tell by just looking at the gif.

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