Saturday 21 May 2011

Post 46 - Maya Mirroring Blend Shapes -work around-

As with 3ds Max, individual vertices cannot be mirrored over. The work around for this almost identical to that of the 3ds Max solution, which is to create a skin wrap on a mirrored default model, so that the verts are truly on the opposite side. This technique was used only for one blend shape (mirroring a jaw right to a jaw left). Although this is a joint based facial rig, there is still the need for corrective shapes to fix mesh issues with the mouth and to simulate skin moving across the face.




This can be done by driving several joint manipulators with the rotational values of the jaw. However, I feel that the blend shape system is much easier to put into practice and doesn't rely on several points, but rather one deformer. There shouldn't be any reason why both techniques can be used on the same rig either, so I have started to experiment. The precise way the mirroring technique was done is explained in the link below.








Mirroring using skin wrap article - LINK

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