I have a water tight model, a whole character in 1 mesh. (a nude figure)
I'm trying to rig it and do some simple posing and animation with it. My questions is, can I add blend shapes for muscle deformation and so on with a model that's rigged with bones. Will blend shapes interfere with the bone rig? What made me ask this questions was that my only limited knowledge in animation and rigging was from Max, and while in Max, blend shape seems to lock down the model and bones no longer have effect on the model. Is this true for Maya too? Also, is it possible to just create blend shape for specific part of the body without the need to duplicated the whole mesh? If anyone can point me to a good tutorial on how to do this, I would be very grateful. Thanks in advance.
Replies
You don't need to worry about duplicating the whole mesh. Once you have created a blend shape youre happy with, simply delete the duplicate. The blend shape itself should remain working.
Although I think the smart way to go about this would be to import the duplicates as references and simply turn them off when you don't need them.
Hope it helps, I'm not 100% sure about this, so get it confirmed somewhere.
is it possible to just create blend shape for specific part of the body without the need to duplicated the whole mesh?
Yes, let me paste from my blog:
Usually we duplicate the entire body mesh to create a blend shape for the head, but what if the object is heavy? Having few duplicated object will kill your scene.
The solution is to separate the head (extract), then duplicate and do some blendshapes, keep the first duplicated as the 'base' rather than the original mesh because we can't use original mesh as the target due to vertex order change. As soon as blend shape is ready, create a blend shape to the 'base' so it stores information. Then apply wrap deformer to the original mesh.
I know the wrap deformer is killing the scene by computing the calculation together with joint deformation. But the trick here is GO TO INPUT AND CHANGE THE ORDER OF THE WRAP BELOW SKIN CLUSTER. Therefore the wrap deformer is no longer calculated after the skinned deformation. This will dramatically improve performance and resulting cleaner construction history.
Another method is by using combine and merge verts, which leave ugly construction history. I prefer to use wrap instead.
Hope it helps.
Thanks again.
Understand the concept of blend shapes: each target/shape whatever stores information for every vertex of your model, which is a point in 3D space where it should travel to as you increase the shape's weight to 1.
Skinning also moves the vertices, driven by the transformation of the bones.
If you apply the blendshape deformer after the skinning, then skinning will still be effective, but the blendshape will then move the points back to where their positions are in the blendshape target object. It looks like the same result but it's actually slower
So, the correct deformation order is to have blendshape first, skinning after that. AFAIK it means that it has to be on top but you'd better check the manual.
In Max, add the Morph modifier first, the Skin on top of that; I'm sure about this one
Or else you can use cluster, select some verts that you wanna fix, then paint the cluster weight to soften the transition..
We use morphs for things bones have trouble controlling. We use bones for things like eyelids, eyebrows, jaw opening.
The great thing about driven keys and reaction manager/wire parameters is that you can also blend in wrinkle maps and rig it all up to a control board, so a bunch of things are being driven (bones, morphs, material blends, look at constraints ect) by one little piece of a control board.
One is to use the math behind the blendshapes, it can also be automated using scripting.
Basicaly you have to create additional shapes that you subtract from the model you're working with. Maybe I'm too dumb but I can't really go with it, kinda confusing... One of the Alias HyperReal Rigging DVDs has the explanations and maybe some tools as well. Or ask your local TD
The other, IMHO better way is to use Michael Comet's poseDeformer. Maybe it's still available as a free download, google it - I think it's a much smoother, easier and even better solution.
Think about it as Max having a nice set of toys, and Maya offering you a bunch of Lego blocks that you can combine as you'd like. There are various kinds of deformers, all with driveable attributes, and you even get an additional layer of control when you get into hypershade and start to explore attributes like inmesh/outmesh or intermediate objects. Then you can move in and add scripting, create your own plugins for deformers and so on...
PoseDeformer is a great example, and it's even more advanced then simple rotation driven morphing, because it works with pose space instead.
So in short there's no out of the box equivalent but you can build your own and most Maya sutdios do so.
[smarmy max know-it-all voice]
Well, max does have the manual method to rig up and script things together using wire parameters and or reaction manager, expressions and maxscript. Its just nice to have some of it built into the tools so you're not stuck rigging it all up every time from scratch.
It's like having a race car delivered with enough parts to build your own but not really needing to go that far.
[/smarmy max know-it-all voice]
It's great that people have scripted some tools to help with that thanks a bunch!