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Is there a way to remove vertices from a target shape so it doesn't get affected, both from the target shape and the in-betweens?
Solved! Go to Solution.
Hi @Peteman12
Just want to make sure I'm understanding this correctly, you want to prevent certain vertices from being affected from your blending right?
Can you possibly post a screenshot or an example of what you'd like to prevent being affected so I can get a better idea of what you're trying to achieve?
All the best,
Sean Heasley
Technical Support Specialist
Autodesk Here to Help | My Screencasts | Autodesk Virtual Agent | How To Reset User Settings | Installation and Licensing Forum | Maya Certified Hardware |
Hi @Peteman12
Just wanted to check in to see how things were going. Are you still having this issue?
If your issue is resolved, please click Accept as Solution on the posts that helped you so others in the community can find them easily.
All the best,
Sean Heasley
Technical Support Specialist
Autodesk Here to Help | My Screencasts | Autodesk Virtual Agent | How To Reset User Settings | Installation and Licensing Forum | Maya Certified Hardware |
Let's say I accidentally select this vertex in the screen shot, and I want to remove it from the vertices affected by the blendShape target, either normally, or when I am using an in-between (let's say I modify it but didn't want to, I want it to be the default target at that point in the in-between). How would I remove it without deleting the entire thing or using the Paint Blendshape option?
Hi @Peteman12
Ah ok, in that case I believe the only way around affecting the vertex would be to paint weights.
Is there a reason you can't use the paint weights tool?
All the best,
Sean Heasley
Technical Support Specialist
Autodesk Here to Help | My Screencasts | Autodesk Virtual Agent | How To Reset User Settings | Installation and Licensing Forum | Maya Certified Hardware |
I can paint weights just fine, but it doesn't fix my issue.
Hi @Peteman12 and welcome back!
I've done some testing since we initially talked back in July and it looks like this functionality is not possible at the moment.
The only way I can think of around this would be to re do the blendshape and not have the problem vertex selected when editing.
For example if you have a plane with a blendshape that moves four faces up 10 units but didn't want other faces affected you just simply dont highlight them when setting the initial edit.
All the best,
Sean Heasley
Technical Support Specialist
Autodesk Here to Help | My Screencasts | Autodesk Virtual Agent | How To Reset User Settings | Installation and Licensing Forum | Maya Certified Hardware |
Well, that's unfortunate. Thank you for getting back to me at least.
You can edit all deformers component member ship using the "set editor" or the "Edit MemberShip tool" .
select your blendShape node and then rt mouse button over your Base Shape .. to select "verticies"
you can then use shift or ctrl and LMB select ( click or marquee) to add or remove components from your blendShape.
OR
you can select the verts you want to edit. then go to window - relationship editors - deformer sets
highlight the blendShape set on the left list.
and then use the plus / minus buttons to add or remove from the blendshape
HTH
-=s
Would it be possible to have a video showing me what you did?
Alright, this is useful, but I guess what I want is less "exclude vertices from a blendshape" and more "reset the target to a more default state"
I've attached a screencast where the highlighted parts spasm weirdly (I use a number of in-betweens). I don't like how they look and I think it would be better to reset them instead of working every single in-between. Any suggestions?
Still, thanks for the effort.
I'm not sure why you can't just paint them down,
but, if you want the target shape to not have the moved verts, and you can't get them back where you want them?
you could,
use blendShape paint wts, to paint out what you don't want,
duplicate the shape,
and then add it back into your blendShape node
or,duplicate the target,
turn the blendShape off, and duplicate the base shape
then blend the duplicated base shape, into the duplicated target shape,
and then paint everything 0 , but then paint back in where you want the fix,
duplicate that, and then make that last duplicate a target,
or turn the blendshape off,
duplicate the base mesh
turn the blendshape back on,
make sure "edit" is on , on the pose editor,
and snap the verts back to the original shape ( the duplicated base mesh)
( kinda like just eyeballing it, but you have the original shape to align to)
maybe one of those will give you want you are looking for
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