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tsFrameBlendshapes and tsPoseSpaceDeformer tools demo (1 post)

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  1. tommix

    Posted 6 years ago

    Hi all,
    I just want to introduce you 2 of my latest tools.


    It let’s you easily create, connect and animate animation based corrective blendshapes,.
    Just go to the frame you want to correct/deform, hit “Sculpt” and edit the shape of your mesh. The cool thing is that the script works on pose: you can sculpt the corrective shape in any pose, then the script will bring back your deformed mesh in base pose automatically to create your corrective shape.

    Youtube: http://www.youtube.com/watch?v=QWEi-9tkO-Q

    or Vimeo: http://vimeo.com/28499545

    For now it is part of my toolset, as it requires some testing. But the intention is to release it for free asap.

    Coded in python.


    Youtube: http://www.youtube.com/watch?v=hZxHHpsl2H8

    or Vimeo: http://vimeo.com/29069926

    It is inspired to the Michael Comet’s pose space deformer plugin, but with a substantial difference: no extra plugin is needed.
    The pose space deformation is realized by creating a corrective blendshape target driven by a node network.
    Here is how it works:
    - Select your mesh in the binding pose. The tool will store the character pose as base pose;
    - Put your character in a problematic pose and press ‘Start sculpting’. A proxy mesh (the green one) is generated and lets you correct the mesh geometry to the desired shape. Once finished hit ‘Finalize scuplting’;
    - The next phase is connecting the corrective shape to your pose. You can choose between 3 different ways: (Attribute) Expression, (Attribute) Node network, (Joint) Radial distance.
    The first two work basically in the same way, except the first is a combination of an expression and a node network, while the second one is fully network based. Each attribute determining the pose
    is considered as a coordinate in a hyperspace. The blendtarget weight is the result of the normalized projection of the current pose vector on the “target pose – base pose” vector.
    The third way, instead working on the single attributes, it works on influence basis. The blendshape weight is the result of a combination of the radial distance between the base pose and the target pose for each influence determining the pose.
    - You can choose wich attributes/influences determine the pose on the Attribute list tab. The tool automatically proposes the influences that changed their coordinates from the base pose to the current pose.
    - There is an option for pruning the blendshape weights (You can see the auto pruned target maps in the video): very useful if you end up creating tons of corrective shapes and you don’t want to loose performance;
    - From the mirror frame, you can enable/disable the creation of the mirror blendshape;
    - Finally, to connect the blendshape and its mirror, just click on “Create corrective blendshape”.
    - Once finished, you can tweak the weights of your targets along the deformation by editing the ramp shaders driving them.
    Future developments:
    - High res sculpting for displacement map generation and driving.
    Thanks for watching


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