Maya Animation :: Are Corrective Blend Shapes Broken In 2010

Jan 3, 2011

I've recently upgraded from Maya 7 (32-bit Windows XP) to Maya 2010 (64-bit Windows XP). In Maya 7, I used corrective blend shapes to fine tune skin deformations by the bones of a character's skeleton. I used Parallel blending, and it all worked very nicely.

I've been trying to do exactly the same thing in Maya 2010, and it works fine with the character in its default 'T' position. If I then try to pose the character, the corrections become progressively worse the more extreme the pose.

I'm using the same technique as I did in Maya 7, so I'm wondering if something has broken.

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Maya Animation :: Multiple Blend Shapes?

Apr 8, 2011

so i know if you want two blend shapes to happen at the same time they have to be in the same node.but what if i want 2 separate nodes? say: one for body shape, one for face shape a blink, and an inflated belly, that i want to happen at the same time? I don't want it to be all in one node, but 1 cancels out the other depending on the order.

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Maya Animation :: Adding Blend Shapes To Existing Rig

Jul 16, 2011

I have a rigged object and I would like to add a blend shape to this rig. Now my blend shape is not for morph animation rather it is for manipulating the original geometry. Put it this way, I modified the original object and I would like to put this new shape in place without changing my rig, or transferring weights or bones. I presume that best would be to put this before the rig deformer so that the bone deformer works on top of it? I am not sure how I should handle or approach this.

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Maya Animation :: How To Prevent Blend Shapes From Overwriting Each Other

Sep 15, 2011

I have a rigged human character with many corrective blend shapes, which sometimes overwrite each other. For example, the corrective blend shape on the finger, when activated, "un-does" the corrective blend shape on the elbow, when both the finger and the elbow are bent.

I have tried the input editor, and can change which blend shapes overwrite what other blend shapes, but they still overwrite each other.

My next step is to try and paint the areas which the blend shape affects (stop the finger blend shape from being applied to the elbow). However, when accessing the "Paint Blend Shape Weights" tool, most of the target blends do not appear in the list. Two target blends do appear, but the two which appear are seemingly random and have nothing that sets them apart from the other blend shapes which do not appear.

When creating new blend shapes from the same base mesh, the new blend shapes also do not not appear in the target blend list.

When attempting to duplicate the problem (with several cubes), the issue is not present.

How to prevent the blend shapes from overwriting each other, or how to fix the issue with the targets not appearing in the paint blend shape weights list? Attached is a screen grab of some of my blend shapes visible in the blend shape editor on the right, and them not being present in the paint blend shapes weights list on the left.

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Maya Animation :: How To Change Range Of Blend Shapes

Nov 6, 2013

How can I change the range at which blend shapes are created? In other words, blend shapes are created with ranges from 0.0 to 1.0. How could I change it to, for example, -0.4 to 4 without using a custom attribute? 

I'm aware I can type -0.4 or 4 in a blend shape target. However, that will mutiply the effect which is not desirable.

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Maya Animation :: Blend Shapes To Mesh With Skin Cluster

Apr 4, 2012

Like in title, when I apply blendshapes to mesh with skincluster, I cannot paint weights anymore. It sais:

"maya expected a skin cluster deformer or a deformed shape. Found *.*blends instead".

I tried both, applying skin cluster first and blends first. I know for input graph (there are no issue).

There was no such problem with Maya 2011. I use Setup machine for the rig.

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Maya Animation :: Facial Joints Versus Blend Shapes?

Sep 17, 2011

I want to rig a face for animating. (not for a game). and I can't figure out which is better and why: having all joints, and those joints driving parts of the face.. or just making blend shapes for all expressions like smile, angry, sad etc....

I know blend shapes won't work for games, but I'm planning to do mmo's anyways so I'll never need a complicated joint setup for faces... but as far as film, what works better?

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Maya Animation :: Creating Inbetween For Corrective Blendshapes?

Mar 14, 2012

How to create inbetweens for corrective blend-shapes and reversed shapes.

For example if we have 2 poses, "lidClose" and "browDown" with 3 betweens for each. It's not hard to create the corrective and reversed blends but it's very confusing to create inbetweens for reversed shapes.

Although logically it looks simple but it's been impossible for me.

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Maya :: Blend Shapes In Unity?

Jun 2, 2013

I need to Import Maya blend shapes into Unity without using the bake animation is the blend shapes are needed to be useable in Unity. I have not been successful so fare. The method can be either by FBX with the rig or any other method!

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Mudbox :: Import Blend Shapes From Maya?

Sep 21, 2011

does Mudbox support FBX with a Maya blendShape node? I have a face with hundreds of blend shapes on an active node in Maya, will Mudbox support this as FBX import? If so, are there some settings I need to be aware of?

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Maya Animation :: Broken IK Handle Sort Of?

Jun 25, 2011

I just set up my wrist control and it has a bunch of connections going all over the place to allow for IK FK blending. but as a result, I get this weird bend in my IK handle. it occurs only when I move my controller and then press z to undo. the IKhandle line gets kind of stuck out in space. it has no affect on the skeleton's movement as far as I know.

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Maya :: 2012 Animation Totally Broken?

Apr 20, 2011

Tried to animate in new maya? If I make a simplest animation like 24 frames long, where is a skeleton with 1 root and 3 more bones...so:

1-st frame - starting pose
24-th frame - starting pose
and then somewhere at frame 12 change position of 3 bones and set a keyframe

Starting pose goes mess... I've checked this behaviour under Mac OS and Windows XP. it is the same broken. is it a new feature which I simply don't know how to control?

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Maya Animation :: Changing Blend Shape Name?

Apr 8, 2011

I went through all this hard work of making a blend shape. and I forgot to name it properly.

can I rename it in the input channel?

I know I can just set it to 1, dupe, and add it again. but it would be nice to just quickly give it a name....

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Maya Animation :: How To Create Blend Shape Deformer

Jul 10, 2011

So I was in the midst of making blend-shapes for an animated wizards staff, but one leaf wouldn't deform like the rest.

I know I selected the vertices properly when altering it, but every time I try to create a blend shape deformer I get the error "Error:// no deformable object selected.

Why it would be non-deformable?

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Maya Animation :: Changing Limits Of A Blend Shape Target?

Sep 20, 2010

I have a scene with an object with multiple blend shape targets. I'm not using custom attributes to control these targets (since doing that makes the Blend Shape Editor nonfunctional). I'm just directly changing the value in the channel box's 'Input' section, under 'blendShape1'. By typing in the number directly, I can get it to work with any number I want, but if I try the Maya Cntrl-drag method to interactively change the number, I'm stuck between values of 0 and 1. Is there any way to change the min and max of these attributes? Its strange that I can type in whatever I want and it will work, but cntrl-dragging does not work that way.

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Maya Animation :: How To Link The Blend Shape States For 2 Objects

Jan 6, 2013

I'm rigging a character for use in Maya 2011, which I'm not all too familiar with - How would I link the blend shape states for 2 objects, so when I increase the value of one blend shape for one object, it increases the value for another blend shape for another object?

I have a blend shape for the mouth open position & I need the teeth & tongue open blends to match as the value increases.

In 3DS Max I'd use the reaction manager - is there something similar for Maya?

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Maya Animation :: Why Shapes Bunched Up At Beginning / End Of Snapshot Render

Nov 30, 2011

I created a flat polygon shape (object) and attached it to a motion path (curve). I then created a Animation Snapshot. So, my question is, why are the shapes bunched up at the beginning and end of the Animation Snapshot render ... instead of being all equally spaced?

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CorelDRAW Graphics Suite X6 :: Blend Tool Broken In 48bit RGB?

Dec 13, 2012

Vista 32 bit SP2CorelDraw 6.2

How to reproduce the error:

Create a new document.Convert it to 48 Bit RGB mode.Fill the document with any colour.Create a new object and use a brush to apply some contrasting colour.Select the Blend tool and try to blend with it.On my machine the cursor will draw black instead of blending.

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Maya Animation :: Unlock The Scaling Attribute In Walk Cycle Animation File?

Feb 17, 2011

I have rigged a character and made it into a character set in which i have locked the scaling attribute , I have then saved this file. I have then referenced this file and and have done a walk cycle animation and saved this file. I have then realised that I needed the scaling attribute when I have added other parts of my scene. Is there a way to unlock the scaling attribute in my walk cycle animation file or will i have to go back and change it in the rigged file, create a new character set and do the walk cycle animation again?

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Maya Animation :: Hide Non-active Animation Layer F-curves In Graph

Apr 18, 2013

My current scene has 10 animation layers for a character, and seeing every f-curve from all layers, although grey and locked, when I only need to see the f-curves in layer I'm working on is really cluttering the graph editor. My current work around is selecting my active layer in the Layer Editor every time I select a rig control. Simple enough, but a pretty inefficient way of working. I can't seem to find a setting that allows me to just see ONLY the fcurves in the active layer. I imagine some of you out there may have hundreds of animations for a single game character.

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Maya Animation :: Setting Up A Rope For Animation Based On Control Panel

Jan 20, 2011

I'm trying to animate a moving rope based on simulation data. I know how to import my motion data for individual objects.I've seen lots of tutorials where one uses simulations or soft bodies with IK in order to create a rope. how to use all these features and I want the rope to follow my coordinates exactly. I was hoping I could do something like the following:

1. create points in Maya which correspond to my data points
2. connect the points with a curve
3. loft a circle using the curve as a path in order to make a rope
4. move the points. due to History, the rope position is updated

Is there a way to do something like this in Maya? I've tried, and it looks like ep points do not have key-able channel data, so I can't create animations for them separately. I'm using .mov data file imports to generate x, y, and z motion keys for the points.

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Maya Animation :: Additive Layer Animation For Rapid Prototyping

Dec 11, 2010

I have an assignment for a class where part of the final project is detailing the construction of a mold for a part. The animation that I would like to do would show the build up of the part in a 3D printer layer by layer. The closest method of animating this that I can think of is unfortunately backwards.

As I would have the part and a camera facing up from the bottom of the part and would have a plane that would recede upwards in the y direction. This would reveal the part as the plane translates in the y direction.

This might be okay, but the problem is that I would like to show this from a camera on top facing down instead of a camera on bottom facing up. How I can create the look of a part being built up in this additive method?

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Photoshop :: Blend Modes And Animation

May 12, 2003

I have photoshop 6.0, trouble with blending 2 images. I wanna know how do I place the texture above the image. So that says that the Texture is Layer 2 and the real image is the backround.

other question.

I have 3 images I wanna create an animation with.

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Maya Animation :: Expression To Automate Animation Of Wheels

Oct 10, 2012

I am trying to add an expression to the standard Mudbox car to make the wheels turn when the vehicle moves in both the X & Z dimension. I have found many scripts that let me do this in a single dimension. I have found some others that claim to work for both dimensions, but at certain angles the wheels turn in the wrong direction.

My work flow is as follows:
1 - Export car from Mudbox to Maya
2 - Separate the wheels & center pivot all items
3 - Add NurbsCurves to create a rig
4 - Parenting the elements of the car
5 - Add an expression based on this web post [URL].......
6 - Test the animation

It works great when translating the car in the Z axis, but when the car is rotated 95 degrees in the Y axis the wheel will only go backwards no matter which direction the car is moved.

I have attached an MB (Maya 2013) so you can see the

problem.mudboxcar_maya_2plusexpression.mb.zip

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Maya Animation :: Blendshape Animation From Motion Capture?

Mar 6, 2012

translate facial motion capturing data (basically 2d point clouds) to blendshape weights. I finished rigging my character and wanted to drive my blendshapes by the relative position of my tracking data, e.g. distance between corners of the mouth drive the "wide" blendshape and so on...

Hope YOU know a solution for this, I believe blendshapes are THE way to create realism in tracked animation but I was not able to find ANY reference to something like that. I'd like it to be customizable and not to expensive, so the imagemetrics faceware service won't do for me

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Maya Animation :: Baking Parts Of Animation Deletes Others

Apr 3, 2011

How come baking some part of animation in graph editor deletes everything before and after the part i bake and how can i bake that part while leaving the rest untouched?

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Maya Animation :: ATOM Animation Transfer Between Different Characters

Oct 23, 2012

I have a character with animation. Another character is the same(same bones, meshes), but with no animation, 100 times larger in size and I resize the head to make the head looks slimmer. They are saved in different fbx files and I imported them into mb scenes. I select the root bone and "select hierarchy", the export options is shown below. Then select in the same way in the larger character's scene, the importer options is shown below. THE PROBLEM is: after I import the atom, the character becomes shrinked to the same size as the former one and the ratio of head becomes the same as the former one too.

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Maya Animation :: Bicycle Type Chain Animation?

Dec 22, 2010

For some scenes we have a chain which is wrapped around several cogs, just like a bicycle. In this scenario we need the chain links to follow the path and retain their relationship to each other.

In other scenes we have a chain which follows along a changing path. Imagine this if you can: A heavy weight has a chain attached which goes vertically up, over a pulley and down the other side where it is attached to a lorry. The lorry drives off pulling the weight upwards. This is my challenge!

Should I individually constrain the links using a Pin constraint and use dynamics completely to keep the chain taught?

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Maya Animation :: How To Get Random Motion In Camera Animation

Nov 29, 2010

Was wondering if there is a way of getting random camera movements? For example, i am doing a fly through of an earthquake scene and as the camera animates along the street it randomly shakes with the earthquake shocks.

I know I could animate it by hand but I wondered if there was a way (perhaps an expression) to make it more simple?

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Maya Animation :: Hide / Show Components Within Animation?

Jan 20, 2011

I have made a 3d Spectrum analyser , its made of rectangular boxes 16 rows and 16 boxes in each row.

So i have made my cam from Bottom Left corner to Top Right over 96 Frames.

What i need to do, is make some of the blocks disappear and re appear as the cam pans across.

In sketchup i did it by HIDEING the component (block), make new scene, then un hide it..

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AutoCAD 2013 :: Maya 2014 OS X Direct Connect Broken

Jun 21, 2013

Direct connect is broken in maya 2014 osx. This now means that dwg, dxf and iges will not import. I have the latest Service pack 1 installed but still no go! This means the only work flow is to do it on a windows version of maya then open it in the Mac.

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