fuzzylogic Posted October 28, 2014 Share Posted October 28, 2014 Hello Just a quick question.. Am trying to use blend shapes to blend two objects with different point numbers. Obviously this doesn't work. Is there a way of adding (or removing) the exact number of points from one of the objects so that their total number of points is equal without damaging the geometry? Ta in advance. Fuzzy Quote Link to comment Share on other sites More sharing options...
michael Posted October 28, 2014 Share Posted October 28, 2014 you could use an add SOP and then merge the two together - but you'll have differing point orders - so the blendshape will still fail 1 Quote Link to comment Share on other sites More sharing options...
fuzzylogic Posted October 28, 2014 Author Share Posted October 28, 2014 (edited) Thanks Michael, have tried the pointgenerate and scatter sops too Edited October 28, 2014 by fuzzylogic Quote Link to comment Share on other sites More sharing options...
michael Posted October 28, 2014 Share Posted October 28, 2014 not knowing what kind of geometry you're using it's hard to say what might work... you could remesh both and use the matchtopolgy SOP... another method might be to use the lattice SOP in POINTS mode... Quote Link to comment Share on other sites More sharing options...
fuzzylogic Posted October 28, 2014 Author Share Posted October 28, 2014 So, basically what I am trying to do is animate a very simple mouth on a model. I have used metaballs to make the differing mouth shapes as this gives me the shapes I want. I had to then use blend shapes and convert to poly's afterwards. Unfortunately when I come to rig the full model, because the point numbers dont match between each facial expression the rig wont work. I have included a cut down version of the file so you can see what I am rambling about. If there is an easier way to attach an animated object to a rigged an animated object I'm open to suggestions odforce_test_blendshapes.hip Quote Link to comment Share on other sites More sharing options...
Milan Posted October 28, 2014 Share Posted October 28, 2014 Well if I understood you correctly. Then you could keep the face separate from the rest of the mesh and have it driven by the underlying mesh (head let's say) using cloth capture and deform. But again without seeing the actual mesh you're talking about I'm shooting a bit blind here. Anyways I'm attaching a file with simple setup. Keep in mind that deformed geometry can really be animated in any way as far as it is in sop level. I just used mountain to get the points moving quickly (so captured mesh would work of course.) odforce_test_blendshapes_capture.hip Quote Link to comment Share on other sites More sharing options...
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