For decades it worked perfectly, but for the past half year, it has not been working as usual. It's about correction shapes. In the Animate tab, I correct the geometry, for example the smile shape with an open mouth (deformed by envelope bones). Then all shapes are set to zero and there is no envelope deformation. Back in the Create tab, the move components are saved in the correction shape, which has always worked wonderfully.
Now, as I said, inaccuracies creep in that I cannot explain. The change is not exactly saved, and there are small deviations that make the correction shape unusable in the end.
That's why my question is how do you create a correction shape on a rigged character? The lower jaw is simplified with a bone and now a correction shape should correct the open mouth on top.
example workkflow, this is working
and sometimes it is not working,
Thank you in advance.
It’s a long time ago that I did shape animations, so I may be wrong here...
I vaguely remember that it can help to have an additional base shape (untouched and not animated) in addition to the corrective shapes. And even in addition to the “Base shape” that is created in the shape manager automatically.
According to your screenshots you have two and both linked to something (the lower jaw bone, I assume).
I would try not to use the first shape key at all (leave it untouched) and use two additional shape keys for the corrective animation/linking. Just a thought.
Sven
From: 'wav...@googlemail.com' via Softimage Mailing List <xsi_...@googlegroups.com>
Sent: Friday, March 10, 2023 1:20 PM
To: Softimage Mailing List <xsi_...@googlegroups.com>
Subject: Big Corrective Shapekeys Problem
hello
For decades it worked perfectly, but for the past half year, it has not been working as usual. It's about correction shapes. In the Animate tab, I correct the geometry, for example the smile shape with an open mouth (deformed by envelope bones). Then all shapes are set to zero and there is no envelope deformation. Back in the Create tab, the move components are saved in the correction shape, which has always worked wonderfully.
Now, as I said, inaccuracies creep in that I cannot explain. The change is not exactly saved, and there are small deviations that make the correction shape unusable in the end.
That's why my question is how do you create a correction shape on a rigged character? The lower jaw is simplified with a bone and now a correction shape should correct the open mouth on top.
example workkflow, this is working
and sometimes it is not working,
Thank you in advance.
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Sven Constable <sixsi...@imagefront.de> hat am 10.03.2023 15:02 CET geschrieben:
It’s a long time ago that I did shape animations, so I may be wrong here...
I vaguely remember that it can help to have an additional base shape (untouched and not animated) in addition to the corrective shapes. And even in addition to the “Base shape” that is created in the shape manager automatically.
According to your screenshots you have two and both linked to something (the lower jaw bone, I assume).
I would try not to use the first shape key at all (leave it untouched) and use two additional shape keys for the corrective animation/linking. Just a thought.
Sven
From: 'wav...@googlemail.com' via Softimage Mailing List <xsi_...@googlegroups.com>
Sent: Friday, March 10, 2023 1:20 PM
To: Softimage Mailing List <xsi_...@googlegroups.com>
Subject: Big Corrective Shapekeys Problem
Ein alter Hund lernt doch keine neuen Tricks mehr...;)
Regarding that specific shape anim problem... when I originally answered, I did a quick test beforehand and it seemed to work just fine. It might be very different, depending on your setup.
I like to solve problems and you can send a scene file if you like. Please then delete everything prject related of course.
Sven
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