Home › Forums › Graphics / Maya › Blendshapes to Verge3d
- This topic has 12 replies, 2 voices, and was last updated 10 months ago by
jelteh.
-
AuthorPosts
-
2024-04-05 at 11:08 am #72107
jelteh
ParticipantGoodday Verge,
I have created a scene with quite a lot of blendshapes. I am now rebuilding targets in order for Verge to be able to read it. To see if I got it right I rebuilt a few for now. When I imported it into Verge, though, the objects that are supposed to deform are not how they appear in Maya.
Also if I change the morph param. the object in Verge is not moving.
It is as if Verge is importing the morph targets in stead of the object they are based on. Does anybody have an idea what this could be?
Attachments:
You must be logged in to view attached files.2024-04-05 at 11:51 am #72110Alexander Kovelenov
StaffHi jelteh,
In Verge3D for Maya you can create only one blend shape per object (with multiple active targets). Please ensure that your scene complies with this restriction.2024-04-05 at 12:22 pm #72111jelteh
ParticipantHi there Alexander,
Thank you for the quick reply. I have indeed created only one blendshape per object, there are multiple active targets. But Maya does not recognise them as targets until I do “rebuild target” within Maya ; that creates a model of the target. When I had only one target everything worked fine, but since I have created more it has started to load strangely in Verge.
2024-04-05 at 12:59 pm #72112jelteh
ParticipantWithin Maya my targets are working like clockwork, but when I am importing more than one target into Verge they do not coëxist in the way I would like. They move diffirently when animated and change dimensions. Is this a fault in my puzzles or is the way Verge reads targets simply diffirent? Should I perhaps move onto Blender to get the blendshapes to work correctly?
2024-04-05 at 1:21 pm #72113jelteh
ParticipantIt seems to me that the diffirent targets are influencing eachother. So my target for “Width” is influencing “Angle” target. Those should not be affecting one another.
2024-04-06 at 4:11 pm #72136Alexander Kovelenov
Staff2024-04-11 at 8:38 am #72269jelteh
ParticipantPlease, be my guest!
So if you change the param called “Breedte” (which is width) the model not only changes in the width dimension, but also in angle. Consequently, when the param “Hellingshoek” (which is angle) is at its lowest, it is not at a 10 degrees angle but stuck in a diffirent angle with an unprefferable width.
So my question is actually this: can I create a blendshape system where the width, angle, height etc. are controlled seperately? Now they seem to affect eachother, somehow. This does not occur in Maya itselfs.
Thanks in advance,
Link to the example project file:
P.S. The proper Maya file within the project is “Dakkapel Configurator_Blendshapes”.
2024-04-11 at 9:07 am #72272jelteh
Participanthttps://drive.google.com/file/d/1NghPi4fwWohaBl6PjqCNihY1bHVIMMHH/view?usp=sharing
-
This reply was modified 10 months, 1 week ago by
jelteh.
2024-04-12 at 11:59 am #72289Alexander Kovelenov
Staff2024-04-16 at 11:47 am #72340jelteh
ParticipantHi,
Have you found any solution or a fix already?
Kind regards!
2024-04-16 at 12:11 pm #72341Alexander Kovelenov
Staff2024-04-16 at 12:52 pm #72346jelteh
ParticipantHi,
Thank you for the maximum effort. I will keep an eye on the forums.
2024-04-23 at 8:04 am #72459jelteh
ParticipantGooday! Has any solution presented itself yet?
I have tried solving this issue within puzzles by creating a “base” morph target without any transformations on it to use as a counter against the other puzzles. But I cannot seem to make it work flawlessly, it always messes up whenever the other parameters are adjusted.
-
This reply was modified 10 months, 1 week ago by
-
AuthorPosts
- You must be logged in to reply to this topic.