Part 6 - Adding Pose Space Deformers (Corrective Blend Shapes) Upper Body
For some reason I cannot get blend shapes to work correctly with the shoulder, because of this instead of taking screenshots, I will be taking notes to follow later.
To start creating blend shapes animate the appropriate joint, in this case the shoulder.
Animate:
- Neutral Frame (Frame 1)
- Swing up (Frame 10)
- Neutral Frame (Frame 20)
- Swing down (Frame 30)
- Neutral Frame (Frame 40)
- Swing back (Frame 50)
- Neutral Frame (Frame 60)
- Swing forward (Frame 70)
- Neutral Frame (Frame 80)
- Twist forward (Frame 90)
- Neutral Frame (Frame 100)
- Twist back (Frame 110)
- Neutral Frame (Frame 120)
With the animation, you will notice clipping and other abnormalities with the model, this is fixed with blend shapes.
To create a blend shape:
- Rigging Menu
- Deform
- Pose Space Deformation
- Pose Editor
This is the advanced mode of the Pose Editor, useful for checking that you are using the correct Twist Axis.
Creating Blend Shapes:
- While the shoulder joint is selected and you are on frame one, press the "Create Pose Interpolator" button.
- This will create a neutral pose based on your model. (Specifically three neutral poses. A neutral swing & twist, a neutral swing and a neutral twist.)
- Move to frame 10, which should be the up pose.
- With the joint selected, press the "Add Pose" button.
- This will create a blend shape.
- Now modify the geometry in the general area to correct any issues such as loss of volume, collapsing, clipping, etc.
- Remember to be careful when editing to not create something that looks unnatural or to make something (like the shoulder) too large.
- Once you have finished editing the pose into something that works, scroll over to the next movement key-frame (In this case, frame 30 for the swing down) and press "Add Pose".
- Once you have done that, begin editing the geometry.
- Repeat this process for all swing poses.
- When you start on the on the twist poses, be sure to set them to twist instead of swing in the Pose Editor
- Then continue the fixing process for the twist poses.
- Once you have finished with the twist here. Save and delete the animation.
Moving onto the elbow.
Added elbow blend shape |
Annoyingly, the issue I've been having cropped back up when working on the wrist, so I haven’t finished that joint either, however I will still explain the process.
- Since the issue with the wrist is that it keeps losing its size, firstly create 6 locators around it.
- Animate the wrist swinging up, down, left and right.
- The process of creating blend shapes is exactly the same as with the shoulder.
Locators surrounding the wrist. |
Also I noticed that my mirroring went slightly wrong, I don't know if that's related to the same issue, or if I accidentally missed something.
Part 7 - Adding Pose Space Deformers (Corrective Blend Shapes) Lower Body
Once again, I'm having issues, so I'm just going to continue writing notes.
- Renamed "L_Leg_jnt" to "L_Hip_jnt" (Same for the right side)
- Animate hip
- Slightly out to the side
- Backwards
- Forwards
- Very slightly inwards
- Animate Knee
- Backwards
- Create Pose Interpolator for the Hip from the Pose Editor
- Be sure to be in a neutral pose
- Create pose for the first movement
- Make necessary adjustments
- Ensure that the adjustments made are not destructive and always compare with both the opposite side of the model and with normal human anatomy for reference
- Once complete, create a pose for the next shape
- Continue this process until all necessary blend shapes have been created and all errors have been corrected
- And repeat the process for the knee
- Once all blend shapes are created, mirror them across from the Pose Editor
- Double check that everything is working as intended
Knee blend shape |
No comments:
Post a Comment