So I recently had to switch to maya since that's what they're using in my school, which has been nothing but awesome so far, but I'm on a tight deadline for a lipsync animation and I've run into something I haven't been able to find yet.
In max there was a 'skin morph' modifier, basically it allowed you to create morph targets on top of skin deformation caused by bones allowing you to sculpt the deformation afte ryou had posed an elbow for example, which was dependant on the angle.
If there is nothing like this in maya, I was wondering if anybody knew what's the best or at least a solid method to edit deformation on top of skin deformation. The fingers and especially the elbows on my model are pretty poorly modeled (very simple) as I only have 1 week to design, model, rig and animate a 10 second lipsync (which requies blendshapes) in a program I've never animated a character in so I had to skip the fine tweaking process.
Any help on this is very appreciated!
Replies
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http://www.comet-cartoons.com/MELfiles/poseDeformer.html
http://www.comet-cartoons.com/MELfiles/poseDeformer.zip
I hope I can get plugins to work as easily, but I have no doubt it's as unexpectedly user friendly as the rest of maya's rigging system turns out to be.
Thanks again,
Well in the end I managed to get the poseDeformer to work by deleting all the scripts and putting them back from the original zip, not sure why it failed on me the first time. Not extremely happy with the results but tons better than it was before. I have 2 days left for animation, should work, unless I fuck something up again. I hope the rig has no surprises for me waiting.
The rig still turned out to be pretty advanced compared to what I was used to in max, though it's much simpler to create something like this in maya than it was in max. I could have automated a lot more and really should have setup up some nicer controls for facial animation (they're mostly just custom attributes added to the head and mouth controller, no intuitive control rig you often see). There are some minor deformation mistakes on the back of her arms but it will eb a single shot in front, so I won't be spending more time fixing that...
Still very happy with the amount of control and detail for 6.5 days of work in a relatively unfamiliar tool. I have to have a lot of shit done for school next week, and I'll have moe time afte rthe holidays when school continues to make a better character/rig.
I wish I'd have made the switch to maya earlier. Thanks again for the help!
I had another question... I also posted this on CGtalk but nobody seems to come on the maya chraracter setup forum.
I've added driven keys to the eyelids so that they automatically correct the rotation of the eyes (this was easy), using two seperate blendshapes (look-up and look-down, it's centered in its default pose). I'm also animating these blendshapes manually using custum atributes for eye closing and opening wide.
Now the problem is when she's for example looking down, and I want to close her eyes, I can't simply drag the slider to the max to close her eyes, as the blendshapes are additive this causes the eyelid to go past its extreme (up to 2 instead of 1). I was wondering if I can hard limit the blendshape to 1, so even if I animate both attributes (the automated as wel las the manual one) I won't have to worry about manually closing the eye and can alter timing easily without having to re-coutner-animate the offset. of course this also goes for the look-up.
Also, ideally I'd also make it so that IF the eyes are wide open (the 'look-up' blendshape) and then animating the eyes to a closed position it would also make the look-up blendshape gradually go to 0 automatically (again, so it closes perfectly without having to counter-animate that).
I imagine the former would be prety easy to limit somewhere, I just haven't found my way through the hypergraph and attribute editors entirely.
Thanks in advance! If something is not clear please let me know.
I would use set driven keys as corrective shapes to compensate. You could get "techie" like Whargoul said and write some limit expression, or you could bull it the DamienB way, by making a new delta at the right spot (corrective shapes)