BlendShapes Not Mirroring

BlendShapes Not Mirroring

kimmikittie
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BlendShapes Not Mirroring

kimmikittie
Participant
Participant

Hello,

I was wondering if anyone can help me please?

 

I'm currently doing a model for university and I'm making some corrective BlendShapes for the back of the knees, however they won't mirror across from the left side to the right. The legs was duplicated before skinning and the paint weights was mirrored across before making the Blendshapes.

 

Any help would be greatly appreciated,

Kim.

 

Screenshot (439).png

 

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hamsterHamster
Advisor
Advisor

The workaround I've found for the most of the blendshapes was with use of EditMesh > Symmetrize.

 

In order to use that I had to:

1. activate Edit mode for the current corrective;

2. go to already made mirror shape and activate it;

3. select edges of affected area on the mirrored side;

4. run Symmetrize and select mid edge -> the edges on opposite side get offset;

5. exit Edit mode, done;

Repeat for every other blendshape. This worked well for the limbs other than pelvis-spine-neck rotations, that are asymmetric.

 

In order to mirror the asymmetric backbone side leans, I had to:

1. duplicate deformed mesh for every shape;

2. unlock transform channels, mirror the duplicate by setting it's scaleX to -1, possibly put the duplicate in a separate, Reference display layer;

3. invoke mirrored corrective for the base mesh, and in Edit mode vertex-snap one=by-one to the referenced mesh.

 

Tedious, yet still less time consuming than doing everything from a scratch.


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stephenkmann
Collaborator
Collaborator

When you say the leg was duplicated to the other side. does this mean that the other leg is a separate object? 

 As far as I know the mirror and duplicate blendShape is only going to work on the same object. 

 

You can try rebuilding the back of the knee blendShape, which will create a new geometry of the leg that only has the offset of the blend Target ( ie: as if you turned off the skin cluster and invoked just the corrective blend)

 

 You can now duplicate that target to use for the other side.

One way to do this is to duplicate the orig leg with no deformations turned on ( so you can a default base mesh)

then group it, and -X to "mirror" it to the other side. 

Duplicate your Right leg, and use the duplicated Left leg as a wrap . ( so the left leg deforms the right leg)

now add the "rebuilt target" to that duplicated mirror left leg  , and turn the blend on. 

This should deform your right leg to match to the left leg. but also not have flipped topology. 

Duplicate this final leg.  freeze it, rename it, and delete any orig shape nodes under it. This is your new Rt Leg Corrective shape. 

 

 If you want more help , ,send me the file and I'll use it as an example for my youtube channel and show you how it work. 

hth

-=s

 

 

 

 

 

 

 

 

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