Since | 20.5 |
The setup process is the same as in KineFX - add blend shapes to the capture mesh using the Character Blend Shapes Add SOP, then add the capture mesh to the rig. The blendshape component then extracts the blend shapes and sets up the graph with controls for each of the blend shapes that are present in the mesh.
Parameters ¶
prefix
The prefix that is added to the subnet created by the blendshape component.
guidesource
The guide skeleton that is used as a reference for seting the positions and hierarchy for the blend shape controls.
Settings ¶
baseskeleton
The skeleton on which the animation channels are applied to. This is the standard KineFX blend shape workflow.
baseshape
The capture mesh to deform.
bonedeform
The sop::bonedeform node that the blend shape subnet connects to.
Parents ¶
parent
The main parent for all the blend shape controls.
controloffset
The basic offset when multiple controls are added to a single parent.
parentcustom
Specifies the parent of each blend shape control.
blend
The name of the blend shape name, for example, L_Blink
.
parent
The parent of the blend shape control.
Shape ¶
The control that is created for each blend shape is an abstract control, which is set to a ball shape. The parent of the abstract control is set to a circle_wire shape. The circle around the control is used to position the blend shape controls when animating.
guidescale
The scale of the control shape.
See also |