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BlendShape Toolkit

Toolkit for adding and editing geometry blendshapes.

Overview

Main goal – making corrective blendshapes for geometry objects.

Parts of the toolkit

Important Limitations:

Configuration for the plugin is located in config folder with name .BlendShapeToolkit.txt

Note! By default in blendshapes computation of normals are switched off. You can turn it on manually in .Application.txt config file with parameters ShapeBlendNormals and ShapeComputeNormals.

BlendShape Tool

Objects container - drop objects here to have a list of their blendshapes. When the model is in container, you can apply some blendshape manipulations (like add a new one, remove, rename, dublicate, etc.)

Blendshapes operations:

Mesh operations:

Sculpting:

Sculpt Tool - open a sculpt tool. If some model is already selected in the scene, it will automaticle entered sculpting.

Bottom line of buttons are for manage blendshapes checkboxes, like check all of them, inverse checkboxes or clear check states.

Important Note about Snapshot. When you are making a snapshot, plugin makes a stamp of properties with information about the snapshot frame and base model. This information helps to calculate delta later.

Snapshot special user properties:

Sculpt manipulator

Sculpt manipulator – special brush for changing geometry shape.

Modes for sculpturing:

Brush parameters:

Direction Mode:

Direction mode is useful mostly for Push and Pull brushes.

Affecting:

Falloffs change a way of brush weights distribution during sculpturing.

2d screen painting mode

Keyboard shortcuts:

In Common tab you change values globaly, in Brush tab you have a possibility to active “Override” options and make unique radius and strength for specified brush.

In Wacom Input container you can drop a Wacom device from the scene. That gives a pressure control from a pen during sculpturing. In that device you should specify one working region.

Painting Mode

Important note Paint mode works correctly only on a mesh with pre-defined color channel. Otherwise it will not store a result of painting.

Where to use vertex colors? It can be used in a lot of situations like blending mask, etc but write now in MoBu there is no interface to use it at all.

Deformable meshes and deform constraint.

Blendshape deform constraint - this is a constraint for storing internal blendshapes inside and gives possibility to sculpt new corrective shapes. Adv. of using that constraint is speed in processing and best precise. Without using a constraint shapes, you need to calculate delta and then add it a classic blendshape.

DisAdv of that constraint is that you cannot open that modifications in any other applications. But you always can bake mesh deform animaton into the point cache data.