I’m looking for an opportunity
to transfer the shape-deformation of the first object to a second object which is then further deformed by an armature deformer.
The reason why I need this is
a it would be clearer in the outliner,
b in the 2nd rig less problems with bone-hierarchy
this is a workflow in Softimage
mainly used for facerigs
There it is possible to keep the connection to the sourceshape.
So far I haven’t found a way,
I can probably move the shapes from one to another
Object(join as Shape), but I would have liked to transfer the animation/change from the 1.rig to the 2.rig as well.
I was hoping that DataTransfer would give me this possibility
but even here I can’t get a live connection to the 1.rig,
either I’m doing something wrong, or this is not possible in Blender right now.
shape-setup-geo (bone/-shapebased) inherits the deformation
to the 2nd geometry which is deformed with bones, for example,
the surface modifier seems to make this possible,
As an example from Softimage a gif : on the left the Facerig (with mouth/eyelidsetup) on the right the Bodyrig which gets the shapes from the left one.
Bandages your forum-name is program!
Do you have a Youtube channel or a supporthotline on Gumroad?!
second time you’ve been able to help me, these are very important
Information you give me,
25 years of rigging/animation in softimage where I learned a certain workflow.
And these I would like to take with me in Blender, not all of them but the ones that are good.
Here is a simple approach with the Suface modifier created it in 2.90.
with 3.0. geometry-nodes it finally works.
I use this setup in softimage, but in blender it was missing!
With geometry-nodes I can do this workflow now also in Blender.
hey btw is this necesary for such model example to have two shapes transfered like this, instead of both armature joined together for a single object does it acheive the same result or i missing something, so whats makes the difference?
I am familiar with this workflow from softimage and very happy that it works this way,
Blender looks better and better from version to version,
and I don’t have that much experience yet, but this will help me
Why I love this workflow is that I first set up the facerig (mouth / eyes)
and then with the second rig I create the rough deformation(bend-squash&stretch)
there are different new Attribute nodes since 3.? have to check the new ones, this is the old setup , left shape key (middle a facebodyrig not working !?) and right side the result of tem , also rigged,
so i hope and guess it seams to works!
right now there is a problem , but again shapes should work
blender 3.3 from 3.4 there is a new attribute-node
presumably this can still be optimized,
I have split it now,
left side shape must remain in the center otherwise double transformation, or child
middle gets the shapes must also stay in the center !
right! final bodyrig gets from Faceshapes input transform via Armature