Rigging a character can be done in a million different ways, many of which involve using shape keys. In Blender 3.1, a tiny utility function was added, which I believe can benefit many of these workflows and enable the creation of entirely new ones.
While working on the upcoming Snow character rig, I wrote an add-on around this new functionality, here's a video that contains everything there is to know about it:
In this article I go over a bit more of what this is and why you should care if you're a rigger!
Most shape keys are a correction sculpted on top of prior deformation. For example:
Both of these cases are Corrective Shape Keys; They are just a Delta added on top of a Deformed Mesh, in order to correct the deformation and create a Beautiful Mesh.
Here are those states of the mesh visualized with a bent cylinder:
Now, once you've sculpted your mesh into its Beautiful Mesh state, you probably don't want to lose that exact state. But currently, that state is not stored explicitly anywhere. This means that if you change any of the data used to arrive at that state, you won't arrive at the same state anymore. Here I changed the vertex weights of the cylinder:
This means you can only start working on your corrective shape keys once you are 100% sure that you will not touch any vertex weights, bone constraints, etc any more. If you find out something is broken after having made your correctives, you either fix it and re-make all your corrective shape keys, or you simply don't fix it. That's pretty bad!
You could do this already, but remember, at the end of the day you need to calculate a Delta, which, when added on top of an arbitrary Deformed Mesh, should result in your Beautiful Mesh. So, to calculate this Delta, you just need to do some algebra, right?
Delta = Beautiful Mesh - Deformed Mesh
!
But many people who tried this before had to realize that it's not so simple. I won't go into why exactly, but as of Blender 3.1, this actually IS possible, thanks to CrazySpace being exposed to the Python API.
Probably in more ways than I can even think of. Below are some workflow examples that the add-on enables.
If you've read this far, you should probably check out the video above, where I showcase many of these workflows and features.
For symmetry, you need two copies of the same Shape Key.
Note though, that this add-on only contains my ideas for how this tech could be used. The core of this whole idea however, is simply the ability to deform already deformed meshes in a predictable/intuitive way. It's the same code that Blender uses to let us sculpt on deformed meshes. So, if you have ideas for what else this could be used for, and you're an add-on developer, you should try to see what you can do with it!
I'm assuming this won't work in version 3.0 so I won't risk using this yet as we are all using 3.0 however once we upgrade our blender versions, I shall most definitely be using this addon! Exciting stuff!
@Mark Jackson It will throw an error in 3.0 since it's trying to call a function that doesn't exist yet in the PyAPI.
@Demeter Dzadik Thanks so much! I'll wait for 3.1 then. Can't wait until we upgrade so I can start using this
This is great!! Thank you!
Excellent, really glad to see this happen, thank you!
Wow incredible! :)
Congrats Met, you've created the thing that leads the shapy keys oriented rigging to the heights earlier unreachable!
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