Shape Combo - getting started
Posted: Sat Jun 25, 2016 9:33 am
I want to do a video on it eventually to show how it works.
Basically you can combo different shapes together.
Steps to get started:
1. select your base mesh.
2. hit Set in the ui. This will create a shapeCombo group on the base mesh.
3. create blendshapes to feed into the base mesh.
4. Name your blendshapes appropriately, detailed below.
5. hit ADD in the ui. This will add the blendshapes to the system.
Shapes need to have a certain naming before getting added in.
Consider the following mouth shapes:
cornerUp
cornerForward
cornerOut
The names do not have underscore, capital N at the end, or a number at the end. These are reserved for combos, negative shapes and inbetweens.
For example:
cornerOut_cornerUp is a combo shape that turns on when cornerOut and cornerUp is turned on. Notice that the 2 shapes joined by "_" are in alphabetical order.
cornerForward_cornerOut_cornerUp is also a combo that turns on when all 3 of those shapes turn on.
cornerUpN is a negative shape of cornerUp. It will turn on when the shape goes to -1 on the shapeCombo group.
corner50 is an inbetween shape. It will turn on when the shape goes to .5 on the shapeCombo group.
When you select cornerUp and cornerOut in the UI, a combo will be suggested in the list on the right side. If you double click it, it will be created. You can then sculpt the newly created shape and ADD it back in or double click the combo name to add it back in.
If you double click cornerUp50 in the ui it will be created. You can then sculpt the newly created shape and ADD it back in or double click the inbetween name to add it back in.
There have been some bug fixes with selection that will make it into the next release. Sometimes it can be difficult to select the combo you want.
Basically you can combo different shapes together.
Steps to get started:
1. select your base mesh.
2. hit Set in the ui. This will create a shapeCombo group on the base mesh.
3. create blendshapes to feed into the base mesh.
4. Name your blendshapes appropriately, detailed below.
5. hit ADD in the ui. This will add the blendshapes to the system.
Shapes need to have a certain naming before getting added in.
Consider the following mouth shapes:
cornerUp
cornerForward
cornerOut
The names do not have underscore, capital N at the end, or a number at the end. These are reserved for combos, negative shapes and inbetweens.
For example:
cornerOut_cornerUp is a combo shape that turns on when cornerOut and cornerUp is turned on. Notice that the 2 shapes joined by "_" are in alphabetical order.
cornerForward_cornerOut_cornerUp is also a combo that turns on when all 3 of those shapes turn on.
cornerUpN is a negative shape of cornerUp. It will turn on when the shape goes to -1 on the shapeCombo group.
corner50 is an inbetween shape. It will turn on when the shape goes to .5 on the shapeCombo group.
When you select cornerUp and cornerOut in the UI, a combo will be suggested in the list on the right side. If you double click it, it will be created. You can then sculpt the newly created shape and ADD it back in or double click the combo name to add it back in.
If you double click cornerUp50 in the ui it will be created. You can then sculpt the newly created shape and ADD it back in or double click the inbetween name to add it back in.
There have been some bug fixes with selection that will make it into the next release. Sometimes it can be difficult to select the combo you want.