3 drivers for 8 blendshape

3 drivers for 8 blendshape

incrediblesarath
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Message 1 of 8

3 drivers for 8 blendshape

incrediblesarath
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In my rig, xyz rotations driving 8 blendshapes. I could not do it in set driven key, because 90,0,0 = 0,1,0,0,0,0,0,0 and 90,90,0 = 0,0,0,1,0,0,0,1. Different outputs even if the x is same 90. Also 90,0,0 = 0,1,0,0,0,0,0,0 and 0,90,0 = 0,0,1,0,0,0,0,0 but 90,90,0 = 0,0,0,1,0,0,0,1 which is something else. I have attached all of my angle combinations and needed outputs in a txt file. Kindly someone help me solve thisšŸ™ . Also I like to have smooth transition between blendshapes while rotating the input xyz in float.

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Message 2 of 8

hamsterHamster
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What are you building there? Are you sure that rotations are the way to go?

I know, it is tempting to create one gizmo that controls everything, however you see yourself at what cost it comes, and then someone will have to animate this.

The problem I see, is you have chosen the rotations, which is unintuitive, as you can achieve same orientation with different rotations combo, also, when smoothly rotating from 0° to 180° you cannot bypass 90°. Why wouldn't you choose e.g. translation instead, or any other set of custom channels?


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Message 3 of 8

incrediblesarath
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It is a corrective blendshape... and rotations are correct. Animator will just have to animate rotation, rest have to happen by whatever solution for this case. Angles gradually increases or decreases, so no need to bypass inbetweens. I can choose translation or other custom channels, but anyway it have to derived from the xyz rotations. šŸ˜“
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Message 4 of 8

hamsterHamster
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Advisor

Haven't you considered using pose-space-deforms in Pose Editor? PSDs somehow handle those angles automatically.


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Message 5 of 8

incrediblesarath
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Yes, I tried, list of things I tried are, set driven key, pose space deformations, advanced skeleton corrective shape, brave rabbit's weight driver and shapes plugin, tried used the formula x*360*360 + y*360 + z, then used the output to drive blendshapes in set driven key, converted float rotations to int then converted to string, the used concatenation to make as single value the tried that out put as driver for blendshapes. I tried converting xyz values to rgb 0 to 1 values then used the color comparision in node editor to compare the mixed rgb value to output boolean value(it won't give smooth transition, but still tried), but I don't know why it is always outputing 0 boolean value, even if the two color matches. Every method is good in the keyframes, but inbetweens are giving random values.. 😢
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Message 6 of 8

hamsterHamster
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Advisor

From what you wrote, apparently the issue lies within the area of interpolation between the defined angles. Euler rotations are problematic, look if you can implement quaternions instead.

And, wow, you have tried a lot. Having no such XP, I'd still bet on PSD, so I could comment more seeing how far have you gone with PSD experiments, still set some test animation where the issues appear. Zipped MA.


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Maya2019.1 @ Windows10 & GeForce GTX1080Ti

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Message 7 of 8

incrediblesarath
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Thank you, let me try with quaternion rotations, I'll attach some test animations.
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Message 8 of 8

incrediblesarath
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Accepted solution

I complicated things, Just added combination blendshapes for combined angles, it worked.

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