Remove blendshape target

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Will Sharkey

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Apr 4, 2016, 11:04:44 AM4/4/16
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Hi all, 

Is there a way the delete a blendshape target once the target Geo has been deleted from the scene?

example:
In 1. image I have a bunch of 'weight[]' targets, no idea where they came form but I'm in pre-production so I was testing things. How do I clean that up without remaking the blendshape connections?


I also have a question regarding Viewport2.0:
In 2a + 2b images with the sphere, When I playblast I get terrible banding regardless what format I save. Viewport is fine however. Is there a tickbox somewhere I have overlooked?


Cheers,
Will.

Steve Davy

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Apr 4, 2016, 12:25:19 PM4/4/16
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Do you want to just delete the weight attributes?


If so in the Channel Box just go to Edit and Delete Attribute.


If you want to delete the blendshape itself, you can either delete history on the deforming geo (though this will remove all other history too), or graph the up and downstream connections on that geo and find and delete the blendshape node.


So far as your banding issue, it's the compression codec you're using when you playblast. Try setting it to None. This may give you a very large file but will remove any compression artifacting. You can then use another app, (I use Quicktime) to compress to whatever format suits you.



From: maya...@googlegroups.com <maya...@googlegroups.com> on behalf of Will Sharkey <willjs...@gmail.com>
Sent: Monday, April 4, 2016 8:04 AM
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Subject: [maya_he3d] Remove blendshape target
 
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Will Sharkey

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Apr 4, 2016, 3:36:13 PM4/4/16
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Im not trying to delete the attribute, so thats cool. 

Yeah, I cant seem to remove those blendweight targets on the node. When I google it, I see other people complaining about it, this thread is an example I believe:
http://forums.cgsociety.org/archive/index.php?t-807542.html

I just wondered if there was an updated solution. 

As for the banding, I get the same artifacts regardless of which codec I use. It was a strange one that a few of us couldn't figure out.

David Johnson

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Apr 4, 2016, 6:02:57 PM4/4/16
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Its fairly trivial to add some temporary geo at the index you want to remove, then remove it and delete the temp geo.
Obviously it would be better if you could just remove the target without having to create the dummy, but its not so bad.

# add a target shape at an existing index
pm.blendShape(blendShapeNode, edit=True, target=[geoBaseShapeName, idx, geoTgtShapeName, 1.0])

# remove the target at index
blendShapeNode.removeTarget(geoBaseShape, idx, geoTgtShapeName, 1.0)

David

Nicolas Combecave

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Apr 4, 2016, 7:18:23 PM4/4/16
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Not in front of maya now, but maybe a

removeMultiInstance "blendshapeNode.weight[x]";

could work…

Will Sharkey

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Apr 5, 2016, 10:25:05 AM4/5/16
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@djx -  didnt think of doing that, it's pretty straight forward. Cheers

@combi - yeah, that works, removes any non-connected targets and cleans things up. 

Thanks for the replies. 

Nicolas Combecave

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Apr 5, 2016, 1:11:51 PM4/5/16
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You could also get all the weight attribute aliases, and removeMultiInstance the weights without alias, should be easy enough ad straightforward for cleaning up things....

Stephen

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Apr 5, 2016, 7:02:30 PM4/5/16
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There is also a mel script in Maya called 
 blendShapeDeleteTargetGroup 

Just give it the blendshape name and the target number (numbers start at 0) 

So the following will delete your 4th channel on your blendshape node : 

blendShapeDeleteTargetGroup blendshape2 3; 

Hth 

-=s 




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