brave rabbit

SHAPES 1.0 & 2.0 Videos

This video shows a preview of the new version 2.0 of SHAPES. The most important new features are:
  • Included SHAPES Brush
  • Support for blend shape weight maps, including copy/paste/invert/trim/export/import/delete
  • Grouping for better organization
  • Color coded active channels during filtering
  • User defined slider ranges
  • Use original or current mesh as new target shape
  • and more

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Overview to the latest additions and improvements during the beta version of SHAPES 2.0.

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Improvements and enhancements to SHAPES 1.1, such as:
  • Unlinking of channel sliders
  • Support for corrective animation
  • Easily delete driving nodes or break connections
  • Merge multiple shapes
  • Swap shapes
  • Mirror shapes driven by set driven keys without having the model to be posed
  • Enhancements to the weight driver node
  • and much more

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Overview of the latest improvements and new features:
  • Editing in Mudbox, ZBrush or exporting as FBX
  • Adding existing shapes as blend shape targets
  • Duplicating the mesh
    Focus selected
  • Combo improvements
  • Improvements to the driver list
  • Split shape
  • Merge shapes

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The video demonstrates the difference of having the Additive Sculpt Mode enabled/disabled when modeling corrective shapes on top of already existing shapes while being in a deformed state of the model.

The open mouth position has another corrective shape already active with a value of 0.6.

The video has no audio, so please see the notes below of explanation:

00:12 Shows the driving joint for the open mouth.
00:17 Setting up the shape driver as a SetDrivenKey. The joint z rotation is -30 and reflected in the settings.
00:29 Currently the Additive Sculpt Mode is active, which results in shapes inheriting each other in the overlapping areas. This is usually not preferred.
00:33 Sculpting the new shape.
00:50 After exiting the sculpt mode the new shape is already active because of the set driven key. The mishaped result from overlapping correctives is clearly visible.
01:08 Deleting the bad corrective.
01:12 Disabling Additive Sculpt Mode (not really visible in the video – but it’s off)
01:15 Entering Sculpt Mode for creating the corrective.
01:30 After exiting the sculpt mode this time the new shape shows the expected result

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The video quickly demonstrates some of the features.
The video has no audio, so please see the notes below of explanation:

00:10 Showing that we try to work on a corrective shape while another blendshape is active (driven by the open jaw)
00:24 The joint ‘head_skin’ is the driver for leaning the head back
00:36 The tool displays an error with the mesh, because it has multiple intermediate shape nodes
00:45 The Hypergraph shows the multiple shape nodes
01:07 Loading the mesh into the editor and deleting the unnecessary shape nodes
01:17 Setting up the weight driver (pose reader) by selecting the driving joint (the asterisk * marks the joint as a skin influence) – all important settings are based on the joint
01:26 Sculpting the corrective shape
01:42 Exiting the sculpt mode; the weight driver is created and connected with the blendshape target
01:53 Shows the range of influence of the weight driver
02:10 Entering tweak mode for the corrective to make adjustments
02:34 Switching between different interpolation modes of the weight driver
03:09 Adding a new inbetween for the corrective shape
03:26 Adjusting the position of the inbetween shape
03:36 Hiding the weight driver from the menu

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The video demonstrates the main feature set of the Corrective Shape Editor for Maya.

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