Yes this is what i mean :)
thanks for the Gear-hint, Gear is already installed and still amazing i
will have a look
thanks
Walter
Am 11/29/2016 um 3:32 PM schrieb Oscar Juarez:
If I understand correctly you already have some shapes correcting
deformation for example on the arms, and now you want to add another
shape that corrects something in the mouth, and when you try to save
this shape, it is wrong because also includes the shape correcting the
arms?
If you install gear, there is a very nice script, that lets you select
some points and a blend shape and lets you remove the shape
contribution of those selected points so you isolate only the part
that you actually need.
Oscar
On Tue, Nov 29, 2016 at 3:15 PM, wavo <[email protected]
<mailto:[email protected]>> wrote:
Hello Hardcore-Softies
i need some help with correcting existing shapes on an enveloped
character.
What I did so far: some shapes, some of them linked to rotation
values (bones) of the rig.
These already correct the envelope deformation. Now I want
additional shapes which will correct the resulting shape, in this
case when the mouth is open.
What I tried: changing the rotation of the mouthbone to the
desired deformation (mouth is open) then set the value of the
shape in this case "smile" to 1, then switching to secondary-mode
make some move component to correct the geomety and after that I
store a Shape key.
But unfortunately this new shape i not correct because this shape
stores also the existing deformation inside but i want only the
new move components!
Shape Preferences -reference is set to Local Relative, rest is
default Softimage.
ps. I also tried this: shape and envelope-deformation with
desired values, than in secondary changing the geometry ,mute the
animationmixer -apply shapekey , moving this new shape from the
mixer/source/shape inside the animationmixer than the
movecomponent will be automatical deleted, and i have the shape
only with the new changes , its working but now the shapemanager
"says" that this feature is not supported! I can only link the
shapes oldschool via the animationmixer! now dear reader you would
say "wtf! this is already the solution! copy this shape and paste
it to your original setup scene then you have it!" but maybe there
is a better way?!
In short. correcting existing shapes with adding a new shape.
Thanks for ideas, tricks or lifesigns of existing softimage-user
--
*Walter Volbers*
Senior Animator
*FIFTYEIGHT* 3D
Animation & Digital Effects GmbH
Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany
Telefon +49 (0) 69.48 000 55.50
<tel:%2B49%20%280%29%2069.48%20000%2055.50>
Telefax +49 (0) 69.48 000 55.15
<tel:%2B49%20%280%29%2069.48%20000%2055.15>
_mailto:[email protected]
http://www.fiftyeight.com
_
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Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
_http://www.ESC58.de
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--
*Walter Volbers*
Senior Animator
*FIFTYEIGHT*3D
Animation & Digital Effects GmbH
Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany
Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15
_mailto:[email protected]
http://www.fiftyeight.com
_
--------------------------------------------------------
ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
_http://www.ESC58.de
_
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Softimage Mailing List.
To unsubscribe, send a mail to [email protected] with
"unsubscribe" in the subject, and reply to confirm.