Ok, I understand what you're saying now. Well, I would have to say, first off, this sounds like a serious workflow issue. If the weight changes you're making are destroying your fixit shapes so much that they have to be redone, then you should first spend more time painting weights, before jumping into the making fix it shapes. You should be able to get a character well on it's way to final without having to jump into fixit shapes if your weights are painted well to start, and you use additional deformers that are more easily adjusted than fixit blendshapes. That being said, the data may want is, a list of all your joint poses that you made fix it shapes for (so you can iterate through all these), your old_mesh vert pos without the fix it shapes, old_mesh with the fix it shapes (get the delta's of these, you may even what to get the difference based on normal direction), then your new_mesh vert pos without the fixit shapes, get the delta of (new_mesh + ((new_mesh - old_mesh) + (old_meshWFixit - old_mesh))). This theoretically should put you in the same position as you had before. >__< at least that's what seems correct in my pea brain. the (old_meshWFixit - old_mesh) would be your actual blendshape difference, but, depending how you apply your blendshapes, it may be subtly different than the fixit shape with no deforms applied.
On Sun, Dec 1, 2013 at 9:42 PM, Webber Huang <[email protected]> wrote: > Thanks for reply, but this's not my point. Let me explain it more clear,i > have a mesh name *Arm*, three joints name *shoulde_jnt*,*elbow_jnt* and > *wrist_jnt*, *Arm* was binded to these joints and done right with weight > painting, a correct shape name *elbow_90deg_corrective* was added to this > mesh with blendshape, driven by *elbow_jnt*, but for some reasons, i > have to modify the skin weight of elbow (just the skin weight,not the > topoly of mesh), it means that the corrective shape should be updated > synchronization to maintain the previously shape of elbow. > > Image, there're hundred of corrective shapes setup in full body, driven by > a lot of things, when you modify the skin weight, how to update all these > corrective shapes? > > 在 2013年12月1日星期日UTC+8上午5时12分41秒,Daniel Lindsey写道: > >> You can always do the old, wrap deform your new mesh on your old mesh, >> and iterate through the shapes so you have shapes for your new mesh. Since >> IDK how much scripting ability you have this may be the easiest solution >> for you for now > > -- > You received this message because you are subscribed to a topic in the > Google Groups "Python Programming for Autodesk Maya" group. > To unsubscribe from this topic, visit > https://groups.google.com/d/topic/python_inside_maya/QcQVbOUKaq8/unsubscribe > . > To unsubscribe from this group and all its topics, send an email to > [email protected]. > To view this discussion on the web visit > https://groups.google.com/d/msgid/python_inside_maya/810e22c4-4d1d-40b4-b08a-e53eece743ca%40googlegroups.com > . > > For more options, visit https://groups.google.com/groups/opt_out. > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/CA%2BVTF5GqWoDh%3Du30Nsx%3DFMV0a%3Dg4UEDtK8uwedqg%2B%3Dq4ce6eag%40mail.gmail.com. For more options, visit https://groups.google.com/groups/opt_out.
