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Is there a way to have the weight value of each vertex, in a Blend's shape base object, map to the color values of a texture node? based on the UV map of the base object?
The goal is to have an animated gradient texture drive the weight of each vertex in a blend shape. Without animation this can be achieved by importing a painted weight map from the Paint Blend Shape Weights Tool but I would like to animate this over time so that the vertex weights gradually change from 0 to 1 across the object.
The only way I know I can get to the weight value of each vertex is if I 'Key the selected Target weights' (PaintBlendSW tool) that creates an Anim Curve as input to each vertex's weight, and being keyframed they appear in the Graph Editor. I want to avoid keyframing each Anim Curve value though as the blend shape I'm working with has ~400000 vertices and instead keyframe a gradient texture UV values that have the vertex weights mapped to it's color values, based on the UV map of the base object.
Thanks in advance!
Solved! Go to Solution.