![]() Sometimes I have vertex groups only for modifiers but they come in conflict with weighting when normalizing. I really don’t like that the vertex groups can’t be layered. One proposed warp deformers but they don’t deform well when combined and are very annoying to manage in the modifier stack. There is no proper way of processing weight deformations after shape keys which is a nightmare for me. I must disagree with you on Blender being good in terms of dependency loops. In Blender, in case of shape key editing, you have to go into a zero transform pose and hope you guess right how the modification will look like on the transformed mesh. You can see simultaneously the results of the local changes on the transformed mesh which is awesome. It’s not a limitation to have a local rig, it makes it easier to debug stuff, to see the isolated deformation in the center of the world free of any transformation. How normalize all works with multiple armatures? How would you copy a pose or select all bones quickly with multiple armatures? Has anyone ever attempted something similar in Blender, maybe with the Mesh Deform modifier or something?ĭo you have example of people successfully using multiple armatures for the face? On the other hand, it seems unnecessarily complicated. What’s the benefit in working this way? As far as I can tell, it’s a less destructive way to work, because it means you don’t have to worry about messing up your weight painting, and might give better control over how the face is deformed. And then their deformations are transferred back to the global rig’s mesh via blendshapes.
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