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 shapes and post-deformation corrective shapes.* Key features: - fast, multithreaded computation - primary, inbetween and combination targets (combos are currently not accessible through the GUI) - standard (for editing of targets) and performance modes - interactive per-frame caching for even better performance - explicit control over inbetween targets - add, remove, edit inbetweens at any point - *per-target world, dag_node and surface transformation spaces* - per-target inMesh connections - paintable targets - comprehensive python API - streamlined GUI ---------------------------------------------------- Miquel Campos www.miquel-campos.com On Mon, Apr 20, 2015 at 8:52 AM, Raffaele Fragapane < [email protected]> wrote: > 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 you are having issues with it's not entirely clear > what it might be. When these things happen and you're after help it's > extremely useful to make a video of the problem. Given how easy it is these > days to upload a screen capture to youtube I'd say you should consider that > for the sake of expediency :) > > On Mon, Apr 20, 2015 at 8:56 AM, Adam Sale <[email protected]> wrote: > >> 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 cluster. (MMB) I can't remember if its mmb drag the skin cluster >> above the blend shape, or vice versa. One of them should do it though. >> >> One heads up... If you use NG skin tools, I noticed a weird bug where an >> NG skin display layer node inserted somehow into the stack prevents >> re-ordering. If you can find this node in your node editor, delete it, and >> you are good to go. I have only had this happen once, but thought I would >> bring it up anyways. >> >> PS. one of my colleagues Derik Gokstorp is down your way doing his >> Masters at NCAA . I imagine you've run into him a few times. >> >> Adam >> >> On Sun, Apr 19, 2015 at 11:42 AM, Sofronis Efstathiou < >> [email protected]> wrote: >> >>> Hi, >>> >>> >>> >>> Quick question β 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 (itβs not that hard β like an input and >>> output between two nodes!), I get a few problems. For example, it appears >>> that this only works correctly if the manipulation of the points is >>> sympathetic to Global transforms. If I try for example to rotate the lower >>> leg backwards, and move some points around the knee and calf to simulate a >>> better pose deformation; when I reset the joints back to zero, the points >>> do not keep their relative offsets correctly. Instead it appears the >>> offsets are global values - not relative. Therefore the points begin to >>> collapse into the mesh. I know there are a few plugins we can use - but >>> thought this may have been a tidier approach. >>> >>> >>> >>> Anyway β if anyone got it to work we would love to know. >>> >>> >>> >>> Cheers >>> >>> >>> >>> Sofronis (Saf) Efstathiou >>> >>> Postgraduate Framework Leader and BFX Competition & Festival Director >>> >>> Computer Animation Academic Group >>> >>> *National Centre for Computer Animation* >>> >>> >>> Email: [email protected] >>> >>> >>> >>> Tel: +44 (0) 1202 965805 >>> >>> >>> >>> Profile: http://uk.linkedin.com/in/sofronisefstathiou >>> >>> >>> Student Work: >>> >>> http://www.youtube.com/NCCA3DAnimation >>> >>> http://www.youtube.com/NCCADigitalFX >>> >>> http://www.youtube.com/NCCAAnimation >>> >>> >>> >>> [image: Description: Description: >>> C:\Users\sefstathiou\Pictures\nccalogo.jpg] >>> <http://ncca.bournemouth.ac.uk/> [image: Description: Description: >>> C:\Users\sefstathiou\Documents\My >>> Dropbox\Work_Files\NCCA\VFXandAnimation_competition\BFX_website\BFX_Website\bfx_logo_facebook.png] >>> <http://www.bfxfestival.com/> >>> >>> >>> >>> >>> >>> [image: http://www.bournemouth.ac.uk/Images/QueensAwardLogo.jpg] >>> >>> >>> >>> *Awarded for world-class computer animation teaching * >>> >>> *with wide scientific and creative applications* >>> >>> >>> BU is a Disability Two Ticks Employer and has signed up to the Mindful >>> Employer charter. Information about the accessibility of University >>> buildings can be found on the BU DisabledGo webpages This email is intended >>> only for the person to whom it is addressed and may contain confidential >>> information. If you have received this email in error, please notify the >>> sender and delete this email, which must not be copied, distributed or >>> disclosed to any other person. Any views or opinions presented are solely >>> those of the author and do not necessarily represent those of Bournemouth >>> University or its subsidiary companies. Nor can any contract be formed on >>> behalf of the University or its subsidiary companies via email. >>> >> >> > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! >

