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Blendshapes window allows you to setup set up your blendshape (aka morph target, morpher or shape) controllers.
The panel is divided in 3 parts:

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The controller creation process is very simple. Here is a quick overview on how to setup set up a blendshape face controller :

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This (basic) blendshape controller type is useful as a simple corrective blendshape (i.e. on elbows/knees). It ismanually editable using a slider in the Picker window (same as a morpher spinner in 3dsMax or a shape attribute in Maya)

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Mirror Blendshape Controller: Allows you to mirror a selection of controllers. They need to be labelled either as right or left controls.

Delete Blendshape Controller: Allows you to delete a selection of shape controllers

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Note

Naming rules

Please avoid to name naming meshes containing blendshapes like some of your skeleton joints because some engines can’t handle this (despite we support it)

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Our blendshape face controller supports, by default, one to four blendshapes usable in four directions via click’n’drag directly on your mesh as well as additionnal additional blendshapes either in new channels or intermediary in current ones.

By default, a blendshape face controller is setup set up to work using LMB. However, you can easily change that via opening the RMB menu of the controller and choose which mouse button you want to handle this controller (click’n drag).

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Info

For the time being, we recommend you to define your controller mouse button before painting because changing it after won’t transfer the painting area

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You can notice there are ”/” and “+” icons on the left of each mouse directions.

“/” allows to add adding intermediate (or successive) blendshape points in the current channel. Useful if you want/need to concatenate several blendshape points on a same channel.

“+” allows to add adding new (or parallel) channels for the current mouse direction. Useful to control several blendshapes at the same time.

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When editing a Blendshape Face Controller, the Spinner will change and display at its center 4 axes representing X+, X-, Y+, and Y- channels as well as a semi-circular semicircular slider at the bottom to control channel attenuation.

Selecting a controller channel displays its corresponding blendshape point (dot). When a channel has only one blendshape point, this one is automatically locked. Once you have more than one blendshape point, you can move or change the order of the blendshapes.

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To import blendshapes, you only need to :

  • ensure Ensure the export of your morphers/shapes/blendshapes from your modeling software.

  • Akeytsu will then import and place them under a dedicated node of their parent mesh, as shown below :

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Info
additionnal

additional blendshapes

If you figure out that you need to import another set of blendshapes, you need to send FBX of these new shapes as models (and not blendshapes/morphers), and then convert these meshes as blendshapes using the second button below

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The transform window holds numerical values of your blendshape controllers.
A blendshape face controller have both X and Y channels values, while a basic one only relies on Y (since it only relies on a single float parameter)

Curves

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The curves works work the same way than as move/scale ones, meaning that you can edit tangents manually
Since X and Y channels can’t go above +1 and below -1, curves are always clamped when they reach these limits