I’m at production stage of my studies in 3D animation on a course where we mainly use Maya 2008. I’ve been using Blender for making animation characters etc, although my tutors are skeptical about Blender’s abilities… they are allowing me to use it but I can’t ask them for help on Blender related issues.
I was inspired by http://www.blendernation.com/2007/09/07/blender-animated-television-series/ which made it sound like working between Maya and Blender would be fairly painless. I love the sculpting tools in Blender but as far as using it to alter to make a morphable blendshape (shapekey) for use in Maya… that’s where I have hit a snag.
If I make a mesh in Maya (or in Blender), delete history etc and then export a clone of this (OBJ format) into Blender for tweaking and then back again into Maya, when I use the Maya “create blend shape” function between the original and the new mesh, the resulting morph always gets the verticies randomly messed up. One or two of the vertices are in the correct position (e.g. don’t move during the change) but most vertices play musical chairs and make something of a jagged porcupine of my final character. :ba:
I have played with some options… “rotate 90” is not the issue because if it’s not selected, the mesh actually does face the wrong way. I have also used the “Morph Target” option (both on import and export) to preserve vertex order but this has not changed anything. :eek:
Like I said, I am now in final production stage of graduation (eleven weeks left)… need help on this one ASAP please.