Blendshapes with facial rig

Hi all,

Does anyone know a fast way of creating blenshapes from facial rig deformation?

Thanks,
Hoss

im not quite sure what your asking here.

if you mean capturing the bone deformation it should be as simple as deleting history.

Could you give a more detailed description of what you are trying to do?

Is it more along the lines of using joints to quickly create bases for blendshapes?
or are you talking about corrective blendshapes when the bones aren’t functioning properly?

hi guys,

sorry for taking too long.
my main question is:
is there any good and fast way to get blenshapes by making new facial expressions using joints?

Thanks,
Hoss

[QUOTE=katetsu;15458]hi guys,

sorry for taking too long.
my main question is:
is there any good and fast way to get blenshapes by making new facial expressions using joints?

Thanks,
Hoss[/QUOTE]

What software are you in?

If you are in Maya, just pose your joints then select the mesh and press Ctrl+D to duplicate it locked in that pose, then you can assign the new mesh as a blendshape.

And if you’re using 3dsmax, you can duplicate the mesh, collapse the stack and assign the resulting mesh as a morph target.

Thanks a lot guys
well honestly i was looking for an easier solution.
something like being able to key the joints and then convert the keys to blenshapes.

the ctrl+D is a good one. but since my characters are all constructed from one piece, i was looking for a solution where i could key the blendshapes not as an override but as a multiply option in the animation layers.

so if i could find a way for the blendshapes to just be for a number of vertices and not the whole mesh, that would do my job.

thanks,
Hoss

you can use blend weights and negate any effect on the body. low overhead too.

[QUOTE=katetsu;15646][…]
the ctrl+D is a good one. but since my characters are all constructed from one piece, i was looking for a solution where i could key the blendshapes not as an override but as a multiply option in the animation layers.

so if i could find a way for the blendshapes to just be for a number of vertices and not the whole mesh, that would do my job.
[/QUOTE]

Blendshapes doesn’t override - they are additive so it shouldn’t be a problem. But yeah, there will be a bunch of worthless data laying around.