Thanks for sharing.
There´s so many updated features, improved functionality
and streamlined workflows for modeling in Maya 2016, it´s
really nice.
It´s worth checking out the video and revisiting pretty much
and workflow related to modeling as so many little improvements
or simply available
Saf, I forwarded your mail to the guy who made the video as I work with him
here in Vancouver. I will fwd you any correspondence I get back
My first thought might be node order. Select your mesh, and RMB on it.
Choose Inputs All Inputs. In the stack, drag your blend shape node below
your skin
Shapes in Maya, AFAIK, only have the equivalent of the object mode of Soft,
which means the displacement is relative to the transform of the object. If
you're after the local frameset, which is in tangent space and accomodates
previous mesh transforms, you won't find it.
If it's something else
Hi,
Quick question - has anyone seen this way of creating pose based
deformations/corrections in Maya, we are not having much success -
https://www.youtube.com/watch?v=t6ab0kKBlHQ
When I try to implement this (it's not that hard - like an input and output
between two nodes!), I get a few
Soup morph node have it http://www.soup-dev.com/examples2_1.htm
Copy/paste from wiki:
*morph*
Morph is fast, multithreaded and memory efficient blend shape deformer
that can handle thousands of targets with ease and without degrading
performance.
*It can be used for pre-deformation blend
This might be helpful too:
https://vimeo.com/120117324
Hi,
Quick question – has anyone seen this way of creating pose based
deformations/corrections in Maya, we are not having much success -
https://www.youtube.com/watch?v=t6ab0kKBlHQ
When I try to implement this (it’s not that hard
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