
Learn blend shapes in Maya for game animation, align them with skin clusters, and mirror shapes using Photoshop and Maya tools for Unreal Engine export.
Learn how blend shapes in Maya work by creating a base mesh and targets, recording vertex deltas, and using envelope, in-between shapes, and target indices to control additive deformation.
Learn to combine blend shapes with skin clusters in Maya to control deformation; reorder inputs to ensure correct hierarchy, enabling corrective and facial shapes while preserving volume.
Learn how Mudbox edits Maya blendshapes for games by sculpting scope layers and applying a slight overshoot beyond maximum to enable natural overlapping smiles.
Create symmetrical blendshapes in Maya, paint weights with the weight tool, and export a weight map for textures; mirror edits with transfer attributes for left and right.
Learn to manually mirror blendshapes in Maya by duplicating the base head, inverting the left smile, and using wrap to shape a symmetric right smile.
Learn to create pose blend shapes in Maya using a bonus tool to build corrective shapes for skinning, then manage shape order for clean game exports.
Maya 2016 separates rigging and animation tools and adds a sculpting tool to create and edit blend shapes directly on the base target, with improved brushes.
Export blend shapes from Maya to Unreal and test animation on a character, adjusting groups and targets, and use paint weights and corrective blend shaping tools to ensure export success.
With Blendshape Creation in Maya, instructor Chad Robert Morgan gives us a detailed look on how to use blendshapes, including how to create blendshapes nodes, adding new targets, and how to create targets. We highlight common pitfalls to avoid that can break your blendshapes, and tips for making your blendshape workflow more efficient and easy to edit. We will see how we can combine blendshapes with skinclusters to combine joint animation with blendshapes, as well as how to ensure the correct order of your inputs so they will work correctly.
We also look at an optional method using Mudbox to create blendshapes as sculpt layers and link it with Maya using OneClick. We use the Paint Blendshape Weights tool to paint out the influence of a blendshape and use it to split one target into multiple blendshapes. Learn pro tips like using wrap deformers to create mirror shapes and extra Maya tools found in Bonus Tools from Autodesk to create corrective blendshapes. See the updates from the new tools found in Maya 2016, which will allow us to create blendshapes without target meshes. Lastly, we learn how to export our blendshapes from Maya via FBX and import the blendshapes and the animation into Unreal 4.
(Students - please look under Section 1 / Lecture 1 downloads for the source files associated with the lesson.)
More about the Instructor:
Chad Robert Morgan started his career at LucasArts where, as a newbie to the industry, was fortunate enough to work with some very talented mentors who taught him how to use Maya. Since then, Chad has been trying to pay it forward by sharing what he has learned, first by giving lectures at Autodesk Master Classes, then publishing an article in 3D World magazine, posting tutorials on YouTube, and finally teaming up with 3dmotive. Working at LucasArts, Chad worked on the games Obi-wan, Starfighter, and Gladius. Chad has also worked for ReelFX on the direct-to-dvd movie G.I. Joe – Valor vs. Venom, and then moved on to Double Helix where he worked for ten years on such titles like Strider, Killer Instinct, Front Mission : Evolved, and Silent Hill : Homecoming. Chad is currently a freelance technical artist, working with clients such as Whitemoon Dreams, as well as developing his own independent game and video titles under his own company, Spectral Ink Productions.