yaoyansibase

hi all,
I'm watching Tom Ferstl's showreel2012(http://www.cgmeetup.net/home/tom-ferstl-rigging-showreel-cg-vfx/) which demonstrates an very insteresting plugin Partial BlendShape.
With that plugin, you can switch to a driver mesh(e.g. driver0) and the weights of each vertex of driver0 can be displayed on the driven mesh.
Then if you switch to another driver mesh(e.g. driver1), the weights of each vertex of driver1 can be displayed on the driven mesh.
It is similar to Maya BlendShape and skinCluster. I'm very curious about this functionality. How to make it?

And my question are:
1. Which mel cmds and procedures should be called to achieve this functionality?
2. If I were going to implement this functionality, which mel cmds and procedures do I have to call?
3. Which mel cmds and procedures should be called to achieve this similiar functionality for Maya BlendShape?
4. Which mel cmds and procedures should be called to achieve this similiar functionality for skinCluster?

Cheers
yao
Quote 0 0
pshipkov
I guess it is as simple as connecting one array attribute to another.
Check the makePaintable command in maya.
Soup has a tool called array attribute manager.
Use it to create, initialize and make paintable array attributes on mesh objects.
When in paint mode and connect the array attributes you will see the weights changing automatically.
This is just an example you can try quickly to see things working.
Quote 0 0

Add a Website Forum to your website.