[Maya2osg-users] Blend shapes
Status: Alpha
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jtaibo
From: Javier T. <jav...@gm...> - 2011-05-19 08:27:51
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Hi Peter, I'm going to export a 3D character with skeleton animation and blend shapes, so I will at last test the osgAnimation export :) I want to ask you some questions about osgAnimation, the exporter and the process in general. I'd appreciate your advice and your knowledge here, as I had no previous experience here and I don't even know what is supported by osgAnimation and what is not. Are blend shapes supported in Maya2OSG? Is there any development? Or may I have to start from scratch? And about how to prepare the model, it is a pseudo-humanoid character (biped) that will have blend shapes applied only to the face. The artist is asking me whether she should cut out the head to create the blend shapes only there or keep the body geometry as a whole. Is it a problem to rejoin the blend-shaped head later with the rest of the body? Have you ever done it? In case of having the "blend-shaped head" and the body in separate geometries, both affected by the skeleton animation, as long as the vertices in the joint edges are not affected by blend shapes and have assigned the exact same weights in skinning, should it be a problem? Do you think it would produce visible cracks in this part of the geometry? Thanks in advance. -- Javier Taibo |