In soft, you can make a shape in Secondary shape mode and have it reverse the
skinning and save the shape, and in Maya, the new Shape manager allows the easy
creation of corrective shapes in context of others.
How are blendshapes stored in Houdini? Are they always procedurally generated
from other meshes, or can the delta be saved somehow as an attribute.
From: Jordi Bares
Sent: Monday, May 14, 2018 10:19 AM
To: Paul Smith ; Official Softimage Users Mailing List.
https://urldefense.proofpoint.com/v2/url?u=https-3A__groups.google.com_forum_-23-21forum_xsi-5Flist&d=DwIFaQ&c=76Q6Tcqc-t2x0ciWn7KFdCiqt6IQ7a_IF9uzNzd_2pA&r=GmX_32eCLYPFLJ529RohsPjjNVwo9P0jVMsrMw7PFsA&m=HQQzmvrJp_c6r0aZWeyiloxvslTHShSoKpfCa_wa3Pk&s=DhQiSuNc7MDO8HWz2nJODhvQdQaHEhA5-tbawWabp0o&e=
Subject: Re: Houdini : non VFX jobs?
On 14 May 2018, at 09:59, <[email protected]> <[email protected]> wrote:
Anyway. What I’m talking about is a tool that helps with the creation of
shapes that are , for example in context of the current pose of the skinned
mesh. Or making a shape that is a corrective, in context of 2 or more other
shapes that are applied, and that kind of thing.
All this is doable without a shape manager of course, but it takes longer,
and can become tedious when you have to keep doing it. Its very nice to have a
tool to make this happen in a no-brainer way and not have workarounds that
undermine and stall the flow of enthusiasm.
Correct me if I am wrong but this is not a standard thing in any package
actually… I wish it was though.
jb
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