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Local control inside of deformer? (3 posts)

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  1. PixL

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    Posted 8 years ago
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    Hi all:
    Is there a way to add local control inside of a deformer?
    A simple example:
    We have a cylinder along the X axis which is being morphed into a rectilinear solid using a blendShape.
    Imagine the cylinder as being divided into 5 slices along the X axis (not truly subdivided, but for purpose of explanation) and we want to have independent control of when each of those slices morphs into the rectangular blendShape. Is there a way to control this with a texture map or some locators or ???
    Thanks.

  2. kwilli30

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    Posted 8 years ago
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    Based on the example you're giving, one way to do it would be make a separate blend shape for each of the 5 slices along X. You could model one "end result" blend shape, and then use the Paint Blendshape Weights tool to separate out 5 shapes.

    Depending on the effect you're looking for, you could use those 5 shapes as in between targets for a blend shape (Create Blend Shape > Option Box. There's a check mark for In Between. Just make sure you select your shapes in order!)

    A lot of times I'll make a "dummy" blendshape so that I can pipe deformers through to a skinned mesh.

  3. PixL

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    Posted 8 years ago
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    Thanks.
    My example wasn't the best. I want to be able to smoothly blend between the sections and make adjustments to which vertices are moving at a given time - hence the idea of controlling via a texture.
    There is a "keying" feature in the blendShape weightmaps, but I don't see a way to animate between weightmap keys. Anyone know about this?

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