Currently I’m trying to do some sort of Human-Werewolf Transformation, which is working so far pretty good by using the shape keys.
But I encountered following problem. Shape Keys only involve deformed meshes, so Scaling, Rotating and Translating won’t apply to the Shape Keys.
Now I have Torus Objects resembling Earrings on my Human Head Model and want them to go right with the Ear transformation to maintain them on the Werewolf’s ear, but using Shape Keys the ring won’t move…
I had the same problem with the Eyes, but since they don’t have to move much away, I simply strechted them, but that’s a real ugly way to do that…
Is there a way to include Translations to the Shape Keys or do I have to join all those static Earrings to the Human Head?
For eyes, you could make them part of the mesh, and therefore easily part of the shape key. Or still give them they’re own shape keys. Lattice deformation is another option.
For earrings that need to follow a part of the mesh, use vertex parent(s).
Select an object (earring), shift+select a mesh (head), go into edit mode, select the vertex or vertices you want as a parent and press Ctrl+P.
Now what if I want those Earrings to be rotated a little bit so they don’t intersect to much into the Wolf’s Ear Shape, since those Ears are much larger?
Also I’m getting a pretty weird deformation when I try to Join the Eyes with the head.
The head transforms correctly only it rotates around the x-Axis and the Eyes sort of Sparkle and I get pretty unflat looking Eyes…is that because I used UV-Textures on the Eyeballs?