Creating blendshapes can be a daunting task, especially if they also have to be split in left and right and done for multiple characters with a lot of blendshapes. I created a tool that lets you split your blendshape based on a texture using the attribute painting operations (artAttrCtx)
The tool requires your selected mesh to be hooked up as a blendshape (the master blendshapename) The artist can select 2 images to split their blendshape and define a prefix for each. The spitting works by setting the selected objects blendshape to 1 on the master blendshape and then using the import attribute maps to multiply the value with the value of the pixels in the texture.
We used it for splitting faces in left and right, but you can use any layout you want. Only drawback is that if UV's are really close together some bleeding can occur. To counter that we could always add the option to specify a different UV map that has a more favorable layout.
Although it works fine, it is an older tool and one of my first scripts. If I would take a look at this again I would like to change the following:
- Detect the master blendshape automatically (if multiple are present prompt the user which one to use)
- Decide on a naming convention for the images and base the prefix on that
- Make the amount of maps flexible
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