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    <title>topic Blendshape Weights in MotionBuilder Forum</title>
    <link>https://forums.autodesk.com/t5/motionbuilder-forum/blendshape-weights/m-p/9183586#M1142</link>
    <description>&lt;P&gt;Hi everybody,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;when I rigged my character in maya, I painted the blend shape weights so that only certain parts of a character would be effected by each morph target. However, when I try to do shape mapping from the character face in motionbuilder, entire mesh is affected by the target. Does motionbuilder disregard blend shape weighting or something?&lt;/P&gt;</description>
    <pubDate>Thu, 05 Dec 2019 01:30:30 GMT</pubDate>
    <dc:creator>kttender</dc:creator>
    <dc:date>2019-12-05T01:30:30Z</dc:date>
    <item>
      <title>Blendshape Weights</title>
      <link>https://forums.autodesk.com/t5/motionbuilder-forum/blendshape-weights/m-p/9183586#M1142</link>
      <description>&lt;P&gt;Hi everybody,&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;when I rigged my character in maya, I painted the blend shape weights so that only certain parts of a character would be effected by each morph target. However, when I try to do shape mapping from the character face in motionbuilder, entire mesh is affected by the target. Does motionbuilder disregard blend shape weighting or something?&lt;/P&gt;</description>
      <pubDate>Thu, 05 Dec 2019 01:30:30 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/motionbuilder-forum/blendshape-weights/m-p/9183586#M1142</guid>
      <dc:creator>kttender</dc:creator>
      <dc:date>2019-12-05T01:30:30Z</dc:date>
    </item>
    <item>
      <title>Re: Blendshape Weights</title>
      <link>https://forums.autodesk.com/t5/motionbuilder-forum/blendshape-weights/m-p/9183679#M1143</link>
      <description>&lt;P&gt;UPDATE: I figured it out. It's not actually that mobu doesn't import shape masks, it's that Maya's fbx exporter doesn't export them. I tested in Unity -- made an animation using blend shapes with masks, bake the deformation, exported fbx, imported into Unity. Sure enough, in Unity, the masked out part was still deformed by the blendshape. Corroborated by this thread from 2017:&lt;/P&gt;&lt;P&gt;&lt;A href="https://forums.autodesk.com/t5/maya-animation-and-rigging/maya-blend-shape-editor-and-fbx-export/td-p/7513450" target="_blank" rel="noopener"&gt;https://forums.autodesk.com/t5/maya-animation-and-rigging/maya-blend-shape-editor-and-fbx-export/td-p/7513450&lt;/A&gt;&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Looks like I'm making new targets. Wahoo.&lt;/P&gt;</description>
      <pubDate>Thu, 05 Dec 2019 03:49:56 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/motionbuilder-forum/blendshape-weights/m-p/9183679#M1143</guid>
      <dc:creator>kttender</dc:creator>
      <dc:date>2019-12-05T03:49:56Z</dc:date>
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