MHX2 Face shapes deform newly added vertexes

Discussions about MHX2 and other plugins that are developed outside the scope of MakeHuman. Note that bug reports should go to the respective code projects and might go unseen here.

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MHX2 Face shapes deform newly added vertexes

Postby esc3d » Sat Aug 27, 2016 4:41 pm

I imported a character into blender using the mhx2 format.

I added some detail to the character.

Now when I change any face shape drivers, my newly added vertexes move as well.

Is there a way to un-link the new vertexes from the face shape drivers?

Thanks!
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Re: MHX2 Face shapes deform newly added vertexes

Postby wolgade » Sun Aug 28, 2016 9:30 am

Generally this should be possible, but probably not very simple. MHX2 does a lot ot advanced stuff automatically. First you have to find out whether the face is deformed by the face rig or shape keys. If it's deformed by bones you would set the vertex weight of your new vertices to zero. If it's deformed by a shape key you can restrict its influence by creating a vertex group or editing the already existing one. Sorry for not being more specific, but what you want to do is a bit advanced.
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Re: MHX2 Face shapes deform newly added vertexes

Postby Aranuvir » Mon Aug 29, 2016 10:16 am

Perhaps making separate objects of it will do the same?
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