|
BlendShape
Targets (Shortcut for making R and L derivatives
of a face expression)
After Making 20 facial expressions which
morphs both sides of my character's face,
the next task was to break most of the
blendshapes targets into blendshapes targets
which morph the right and left sides separately
(e.g. eye brow raise right and eye brow
raise left). It would take way too long
to re-sculpt two the expressions for both
sides. This is the short cuts I used:
1)
After you weight the blendshape target
as you like it. Make a copy of your face.
2)
Add this new face to your blendshape targets
(Deform>EditBlendShape>Add). Rename
it in the Blend Shape control window noting
(R or Right in the name). Then repeat
this step for the left side.
3)
If you have a lot of blendshape targets
to break up into left and right side blendshape
targets, I recommend making a right and
left weighted template which you can import
in and out of the PaintBlendShapeWeight
Tool.
3a) Select one of your Targets in the
PaintBlendShapeWeight Tool to create your
templates from. Choose Paint Operation
of Replace and select a Paint weight value
of 0. Click on the Flood button.
3b)
Next paint in the Right Side of the face
with a weight value of 1. Make sure to
get all the nooks and crannies. This leaves
your morphing only active on the Right
side of your face. To avoid inbetween
weights values, set your brush to the
"Solid" profile.
(
If you have an edge going down the dead
center of your face, leave those points
weighted as 0, it will be helpful to use
as a blend between the 1 and 0 points
running down the face.)
3c)
In the Export section, click the export,
leaving the export options at their default
setting. And, Viola! You now have a template
to help you quickly paint the weights
only for the right side. Now, repeat these
steps to create a template for the left
side.
4)
Now take the copied blendshape object
created in step one and add it twice more
into your blendshape creating two more
blendsahpe targets(Deform>EditBlendShape>Add).
Make sure to rename them in the BlendShape
Control window as you create them or you
will get a duplicate name error.
5)
Now use your weighting templates to quickly
weight new blendshapes for right and left
side expressions of the face.
6)
When you import these weight templates,
set Paint Operation to Replace. Afterwards,
set the paint operation to smooth and
flood the face a couple of times. This
maintatins a natural deformation between
the morphing side and the non-morphed
side during animation.
|