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[[Category: Animation practices]]
 
[[Category: Animation practices]]
[https://docs.blender.org/manual/en/latest/animation/shape_keys/introduction.html shape keys may be called “[[morph target]]s” or “blend shapes”... shape key merely records a position for each vertex and therefore shapes always contain all the object’s vertices... best to leave the creation of shape keys for when the mesh is finished... useful to first create a shape key with a complex extreme pose (e.g. anger or surprise), and then break this complex shape into components by applying a temporary vertex group to the complex shape and creating a copy with New Shape from Mix]
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[https://docs.blender.org/manual/en/latest/animation/shape_keys/introduction.html shape keys may be called “[[morph target]]s” or “blend shapes”... shape key merely records a position for each vertex and therefore shapes always contain all the object’s vertices... best to leave the creation of shape keys for when the mesh is finished... useful to first create a shape key with a complex [[extreme pose]] (e.g. anger or surprise), and then break this complex shape into components by applying a temporary vertex group to the complex shape and creating a copy with New Shape from Mix]
 
* Relative
 
* Relative
 
for muscles, limb joints, and facial animation... result is obtained by adding each shape’s weighted relative offset to its reference key... Value Represents the weight of the blend between a shape key and its reference key.
 
for muscles, limb joints, and facial animation... result is obtained by adding each shape’s weighted relative offset to its reference key... Value Represents the weight of the blend between a shape key and its reference key.
 
* Absolute
 
* Absolute
 
to deform the objects into different shapes over time... resulting shape, or Mix, is the interpolation of the previous and next shape given the current Evaluation Time (this is Value)
 
to deform the objects into different shapes over time... resulting shape, or Mix, is the interpolation of the previous and next shape given the current Evaluation Time (this is Value)

Revision as of 14:51, 14 February 2020

shape keys may be called “morph targets” or “blend shapes”... shape key merely records a position for each vertex and therefore shapes always contain all the object’s vertices... best to leave the creation of shape keys for when the mesh is finished... useful to first create a shape key with a complex extreme pose (e.g. anger or surprise), and then break this complex shape into components by applying a temporary vertex group to the complex shape and creating a copy with New Shape from Mix

  • Relative

for muscles, limb joints, and facial animation... result is obtained by adding each shape’s weighted relative offset to its reference key... Value Represents the weight of the blend between a shape key and its reference key.

  • Absolute

to deform the objects into different shapes over time... resulting shape, or Mix, is the interpolation of the previous and next shape given the current Evaluation Time (this is Value)