When you're finished fixing the skin for this pose, click the Edit button to exit the mode.This automatically adjusts the camera's tumble pivot to your last selection or sculpting stroke.
Note: Open the camera Tumble tool settings and turn onĪutomatically set tumble pivot option. This particular information is stored for that pose shape and used by the Pose Interpolator node to calculate the deformations on the skin. Modify the position of the vertices on the skin using the Sculpting tools, or any of the Transform tools (Move, Rotate, or Scale).Įach modification you make is a delta to the vertex positions of the skin's original shape.Make sure that the pose's Weight value is not 0 (1 is usually the best). When you create the pose, its Edit button is automatically activated so that you can immediately edit the mesh.Now you need to correct or enhance the skin's deformation in this pose: By default, the name is driverName_rx_ry_rz, where driverName is the joint's name and rx/ry/rz are the joint's rotation values in this pose. Give this new pose a descriptive name.If there is already a blend shape deformer on the skin mesh, the Add Pose Options opens in which you can select the Pose Type (Swing, Swing and Twist, or Twist).If this Pose Interpolator node is not already connected to a Blend Shape deformer, the Create Pose Shape window opens in which you can create one.In the Pose Editor, select the Pose Interpolator node and click the Add Pose button, or choose Poses > Add Pose > to add this current state as a new pose.This will be the first extreme pose where you want to add a shape.
Rotate or move the joint into a position where you want to add a pose with an associated corrective shape.Only the three neutral poses are displayed at first. Select this node to see the default poses for it in the Pose panel on the right.By default, the name is the joint name with a "_poseInterpolator" suffix. The new node appears in the Pose Interpolators panel of the Pose Editor. For best results, you should select this option because a neutral pose ensures that no other poses added to this Pose Interpolator node will be activated when the joint is at this neutral pose. If you select Poses > Create Pose Interpolator >, you can decide to select the Add Neutral Poses option (the default) or not.If you click the Create Pose Interpolator button, a neutral pose is automatically created.Open the Pose Editor and click the Create Pose Interpolator button or choose Poses > Create Pose Interpolator >.Choose Deform > Pose Space Deformation > Create Pose Interpolator in the Modeling, Rigging, or Animation menu sets.To create a new Pose Interpolator mode, do one of the following:.This will be the neutral pose for the shape. Select the character's joint that corresponds to the skin area whose deformation you want to fix.To create poses with associated corrective shapes on a character When a pose is independent, it is removed from the normalization calculations with the other poses, and can be adjusted only by its rotation and/or translation falloff. To avoid this issue, select a specific pose and activate the Independent option in the Advanced Settings panel of the Pose Editor (choose View > Advanced in the Pose Editor, or right-click a Pose name there and choose Show Advanced Settings to show this panel). However, if you want to simplify this workflow and create the shapes "as you go", you may run into problems where the weight value of each additional pose increases. When you're creating corrective pose shapes, it's best practice to first build the shapes for all the extreme poses and then add the in-between pose shapes where necessary. Tips for working with pose space deformations