With this method of shape animation, you can create target shapes directly on the base object without needing to create separate multiple target objects. This means less geometry in the scene to slow down the interaction time. Of course, if you later decide that you want to create actual target objects for the target shapes you have created see Create blend shapes using multiple target objectsyou can do that - see Create a new object from the target shape. This allows you to work without worrying about which method you choose because you can always delete and rebuild target objects as you like.
Tip: You can give each blend shape deformer a descriptive name by right-clicking it and choosing Rename. You can give each target shape a descriptive name by right-clicking it and choosing Rename. If not, select it or another target shape, make sure that its Weight value is not 0 1 is probably bestthen click its Edit button to enter Edit mode.
Each modification you make is a delta to the vertex positions of the base object's original shape. This particular information is stored for that target shape and used by the blendShape node to calculate the shape deformations on the base shape. Select base object that is to be deformed. Open the Shape Editor and click the Create Blend Shape button to create a blend shape deformer see Create blend shape deformers for other methods.
You can create multiple blend shape deformers for an object. In the Shape Editorthe blend shape deformer you just created is automatically selected. If not, select it or another blend shape deformer in the tree view. Add an empty target shape to the selected blend shape deformer by clicking the Add Target button see Add target shapes for other methods.
Keep clicking to add multiple target shapes as you like. When you add a target shape, its Edit button is automatically selected so that you can immediately edit it. Modify the position of the vertices on the base object using the Sculpting tools, or any of the Transform tools Move, Rotate, or Scale.
When you're finished editing the object, click the Edit button again to save these changes to the target shape and exit Edit mode. Continue editing the other target shapes in this way. Select a target shape and drag its Weight slider or enter a value in the text box to set its influence on the blend shape for the base object - see Set weights for target shapes.
Create blend shapes using only the base object
Parent topic: Shape workflows.Specifies the name of the blend shape deformer the blendShape node. You should rename this node so that it indicates the role of the blend shape deformation for example, lipSync. You can create multiple blend shape deformers on an object or a group of objects. See Create blend shape deformers for more information. Specifies the blend shape deformation's scale factor amount of influence. Use the slider to specify values from 0. This is the same as setting the Envelope value in the Attribute Editor, or setting the Weight value for a Blend Shape Deformer in the Shape Editor - see Scale the influence of the blend shape for more information.
The default is Local. Local blends the base object shape to the target object shape s while ignoring differences in position, rotation, and scale between the base object and the target object s.
For facial animation setup, you would typically want to select Local. World blends the base object shape to the target object shape staking into account any differences in position, rotation, and scale between the target object shape s. Select from the following:. Specifies whether the blending will be in series or in parallel the default. If on, the blending will be in series. Shape transitions will occur in the order in which you selected the target objects. If off the defaultthe blending will occur in parallel.
Each target shape can influence the blending simultaneously in a parallel fashion rather than one after another in a series. Typically, for facial animation setup, you want In-Between off so that you can have a variety of basic facial expressions that form the basis of all the possible expressions. Because the blending is in parallel, you can control the influence of each basic expression at any moment to get a nearly infinite variety of highly nuanced expressions.
Select this option to check if that the base object and the target object s have the same topology vertices for polygon objects or CVs for NURBS objects before you create a blend shape deformer - see Create blend shapes using multiple target objects. Default is on. Select this option to delete the target object s after creating the blend shape deformer - see Delete target objects for more information.
Default is off. For most cases, you can select Automatic the default and let Maya figure out where to put the blendShape node. You shouldn't need to change the order unless you are performing a specific task and know where you need the blendShape node to be in the object's history.
The default recommended setting. Maya determines where the blendShape node should be located in the object's history based on the deformers that are currently connected on the selected object. The blendShape node will be placed using either the Pre-deformation or Post-deformation options:. The Shape Inverter essentially allows blend shapes to be added before skinning by inverting the shapes so that they produce the proper results after the skinning deforms the mesh.
Blend shape deformers are often used to create deformation effects on a skinned character, so Pre-deformation assures that the effects from blend shape deformation occur before those caused by the skin. For more information on doing this, see Create pre-skinning corrective shapes. This is because the effects of these deformers are not supported by the Shape Inverter, so the results from the Blend Shape deformer won't be correct when they're evaluated after Blend Shape.
Maya positions the blendShape node so that it's evaluated after all the other deformers on the selected object. Post-deformation shapes are mainly used for sculpting corrective shapes on skinned characters - see Create post-skinning corrective shapes for information. The Post-deformation order ensures that the corrective shape is evaluated after the effect of the skin deformation has been calculated, so the deltas are smaller and the deformation is generally smoother than with Pre-deformation shapes.
Maya positions the deformer immediately after the deformable object's Shape node in the stack so it's evaluated after the other deformers. This actually creates a new shape with its own Tweak node.You can create a blend shape deformer for an object that you want to be deformed by a series of shapes.
This object is known as the base object. You can create multiple blend shape deformers on an object, each with its own set of target shapes. For example, you could have one deformer for the mouth and one for the eyes to keep the shape animation calculations separate for different parts of the face.
For more complex shape deformations, you can also create a group of objects to be deformed and apply a blend shape deformer to that group. For example, you could create a group that includes a character's T-shirt and jeans, and create a single blend shape deformer for the group. Then you could edit the target shapes so that the t-shirt overlaps the jeans. When you create a blend shape deformer, a Blend Shape node blendShape n and a Tweak node are created for each blend shape deformer that you create on the base object.
See Nodes and attributes for blend shapes for more information. To create a blend shape deformer. If you created the blend shape deformer using multiple target objects, a target shape is added for each target object that you selected.
The blend shape deformer Blend Shape node uses the target shape weight settings to create the blend shape deformation on the base object. To create a blend shape deformer Do any of the following to get set up, depending on your method of shape animation: If you're deforming the base object directly, select the base object - see Create blend shapes using only the base object.
If you're using multiple target objects to deform the base object, press Shift and select the target objects, then select the base object you want to deform you must select the base object last - see Create blend shapes using multiple target objects for more information. Note: Selection is highly important when creating a blend shape deformer.
In most cases you will want to make sure you have geometry selected at the object level, not the component level. Be especially mindful of this when creating a new blend shape immediately after working on a previously created target shape. Note: If you're working with multiple target objects, select Check Topology to check that the target objects have the same number of vertices as the base object.
Errors occur such as a "No Deformable Objects Selected" message when this is not the case. Note: When you create blend shape deformers using the Shape Editornew blendShape nodes are chained sequentially by default.
If you want to put one blendShape node in conjunction with another one, open the Blend Shape Options and change the Deformation order on the Advanced tab to Parallel. Related topics Shape Editor Blend Shape Options Create blend shapes using only the base object Create blend shapes using multiple target objects Add target shapes. Parent topic: Shape Authoring.Each slider provides a way for you to set the target weight quickly. By default, each target slider sets values from the minimum value by default, 0.
The current weight is displayed in the target weight box below the target slider. You can change the orientation of the sliders. For more information, see Edit blend shape deformers. Each box displays the current weight for each target.
By default, a target weight can range from the minimum value by default, 0. As you change values, the target weight sliders update according to the value you enter in the target weight boxes.
If you want to enter negative weight values, turn on the Support Negative Weights option in the blendShape node. See Support negative weights. If you enter a value greater than the current maximum value by default, 1.
If you enter a value less than the current minimum value by default, 0. When you enter values less than the current minimum or greater than the current maximum, the target weight sliders change to reflect the new range of values. By default, the target name is the name of a target object for example, nurbsSphere1.
If you prefer, enter some other name for the target name.
Entering a new target name does not change the name of the target object. Deletes the blend shape node. The controls for the blend shape are removed from the Blend Shape editor. Bake the selected base shape and add it as a target. Key all weights at their current values. Set all weight values to zero. Select the blend shape deformer node. Key the current value, or drag and drop on the Time Slider to set an exclusive key.
Show in Contents. Add to Favorites. Home: Maya User's Guide. Deformer Windows and Editors. Deformer Tools. Blend Shape Editor.The Shape Editor is your main tool for creating, editing, and managing shapes for Shape Authoring. It automatically sets the correct deformation order based on object information. See Create blend shape deformers for more information. Select a Blend Shape Deformer and click this button one or more times to create empty target shapes using the automatic settings.
The Edit button for the target shape is automatically selected so that you can immediately deform the base object for this shape. See Add target shapes for more information. Represents each blend shape deformer blendShape node on the base object. This node is a "container" for all target shapes in it.
Only those target shapes are calculated together to deform the object.Maya 2016.5 - Rigging with BlendShapes and Pose Space Deformers
Drag and drop the blend shape deformers in the tree to change their order. You can also create groups of blend shape deformers. Also known as targets or blend shape targetstarget shapes are the individual "poses" that you create in order to deform the base object. The offsets of vertices from the base object in its original state the base shape are saved in each target shape.
The color of the icon indicates the type of target shape: orange for object space, green for tangent space, and blue for transform space. Drag and drop the target shapes within their blend shape deformer in the tree to change their order or to remove them from the group. You can organize target shapes and blend shape deformers into groups and subgroups. See the Group icon below and Create groups of target shapes or blend shape deformers for more information.
Click the circle to toggle the visibility of the effect of the target shape on the base shape. You can also select multiple items and click the circle for one of them to toggle the visibility for all of them. You can click the circle for a blend shape deformer or group to see the effect of all its target shapes on the blend shape.
When you toggle the visibility for a BSD or a group, its target shapes don't change their visibility state. Drag the slider to set the weight influence of that target shape, group, or blend shape deformer to a value between 0.
A setting of 0 means that the target shape, group, or blend shape deformer has no effect on the base shape. In the Weight text box, you can enter values outside the 0. If you enter a value greater than the current maximum value by default, 1the maximum value changes to double the value, or to 10 if double the value is greater than If you enter a value less than the current minimum value by default, 0the minimum value changes to double the value or to if double the value is less than When you enter values less than 0 or greater than 1.
See Set weights for target shapes for more information. Click the Edit button to enter edit mode for this target shape. Modify the base object or corresponding target object in the view with the sculpting, Move, Rotate, and Scale tools. When you're done, click the Edit button again to save your changes to this target shape and exit Edit mode. You can enter Edit mode for only one target shape at a time and its Weight value must be greater than 0.
A value of 1 is recommended for editing. See Edit target shapes for more information. Click the Key icon to set a key on the selected target shape or group's current Weight value at this frame. Click the Key icon beside the Blend Shape Deformer's slider to key the overall weight of the blend shape - see Scale the influence of the blend shape for more information.Corrective shapes are blend shapes that you create in order to fix problems with the deformation on the base object.
This is often a method used on a character's skin to fix specific deformation problems that you find when the character is animated. You can make the corrective shapes so that they're applied to the skin either before or after the skin deformer is evaluated. The shape deformation results and workflow are different for each method.
When you create a corrective shape on the skin that is evaluated after the skin deformer, it is done in consideration of how the skin deforms during animation. The post-skinning corrective shape can be based on either the skin's tangent space or a joint's transform values position and rotation.
Transform Space target shapes are generally faster to compute than Tangent Spaceand any corrections you make to the shape are within the envelope area of the selected joint. A green target icon appears beside the target shape's name in the tree to indicate that it is tangent-space based. When you drag the target shape's Weight slider, you see the effect of the corrective shape change influence on the skin mesh. A blue target icon appears beside the target shape's name in the tree to indicate that it is transform based.
Tangent Space target shapes use the space relative to the base object's surface to calculate the skin deformations. The local vertex frame is used to calculate the tangent space, not the object's UVs.
Transform Space target shapes use the transform space defined by a selected skeleton joint to calculate the skin deformations. Tangent-space corrective shapes To create a tangent-based post-skinning corrective shape Go to a frame where the character's skin is deforming incorrectly, or move the character into a pose where you want to add a corrective shape.
Select the character's skin mesh. Click the Create button to create the blend shape deformer on the skin mesh. Click Apply and Close. The target shape's name is automatically the same as the name of the skin mesh, but you can change it: double-click the name or right-click it and choose Renamethen enter a new name.
You're ready to edit the skin mesh. Use Sculpting tools to deform the skin so that it's correct, or select the object components you want and use Transform tools to deform the skin - see Edit target shapes for more information.
Click the Edit button again when you're finished the shape to exit Edit mode. Transform-space corrective shapes To create a transform-based post-skinning corrective shape Follow the first six steps as for the tangent-space process above.
In the Add Blend Shape Target Optionsselect Transform Space from the Type list to create a transform-based target shape for this blend shape deformer. In the Transform Name box, enter the name of the joint to which you want to associate the corrective target shape, or select the joint in the view or Outliner and click the Use Selected button.
Click Apply and Close A blue target icon appears beside the target shape's name in the tree to indicate that it is transform based. Follow the remaining steps for editing the targe shape as described in the tangent-space process above. Parent topic: Shape workflows.When you create a Blend Shape deformer for a base object see Create blend shape deformersit creates a blendShape node, which blends in specified amounts of each target shape to the base shape on that object.
Each blendShape node on an object has its own set of target shapes, and blends only those target shapes that belong to it. Every target shape has its own weight value that you can set in the Shape Editor or Channel Box.
Select from the following options.
Blends the base object shape to the target object shape staking into account any differences in position, rotation, and scale between the target object shape s. Blends the base object shape to the target object shape s while ignoring differences in position, rotation, and scale between the target shape s.
Specifies that two special attributes, baseOrigin and targetOrigin, provide origin information. Specifies the influence value, or weight, of the named target. A value of 0. For each named target, use the slider to select values from 0. These target Weight sliders correspond to those in the Shape Editor and the target shape channel values in the Channel Box.
When on, you can enter negative weight values for a blend shape deformer. When off, the minimum weight value is 0 and negative values are not supported. This option is off by default. Specifies the deformation scale factor. Use slider to select values from 0.
You can also enter values from A value of 2. A negative value inverts the effect. Default is 1. The Envelope attribute corresponds to the Weight value for a blend shape deformer in the Shape Editor and the Envelope channel in the Channel Box.
See General deformer node attributes. No extra attributes by default. World Blends the base object shape to the target object shape staking into account any differences in position, rotation, and scale between the target object shape s. Weight Target Specifies the influence value, or weight, of the named target.
Note: These target Weight sliders correspond to those in the Shape Editor and the target shape channel values in the Channel Box. Deformer Attributes Envelope Specifies the deformation scale factor.
Note: The Envelope attribute corresponds to the Weight value for a blend shape deformer in the Shape Editor and the Envelope channel in the Channel Box. Node Behavior See General deformer node attributes. Extra Attributes No extra attributes by default. Parent topic: Deformer Nodes.