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Pose Editor II

Model Change

Whenever the model changed, open the poseEditorExports.ma file from the Export -> MayaImp tool, and import the new model. Then select the new model + the corresponding Blendshape Mesh you have in scene:
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And then you have 2 buttons: Warp or BlendShape
You can do blendShape when the topology is the same and you used the default invertExport option. For all other cases do Warp
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Note

The selection order doesn't matter here. But it's important that the model you select has the same name!

Sharing Interpolators between Rigs

It can be very helpful to share Interpolators between characters. And there are 2 ways:

In the PoseEditor UI

Right click on the interpolator -> Copy. Then go to your other character, and right click -> Paste
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Known bug

Currently the Paste option doesn't show up unless you click on an existing interpolator. So if you want to paste an interpolator to a new character that doesn't have any interpolators yet, just create a dummy one that you delete again after.

With the JSON Editor

Once you exported the setup with the Fill and Export from Scene button, you can open the JSON Editor by right click on ddInterpolators attribute:
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Then having the interpolators you want to transfer selected, right click -> Copy. And then right click -> paste on the same location in the other character.

Check JSON Editor for more information.

Note

While you could also share Target Infos using the JSON Editor, we don't do that as often as sharing interpolators.

Useful tools

Multiply

The multiply tool just multiplies by a certain value. In this gif we just multiplied things by 0.0 to fix some artefacts:
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But it doesn't stop there! You can also use the multiply tool to improve your shapes by using vertex soft selection and maybe even multiply by something higher than 0, such as 0.3.

Note

You see a similar tool under the right click menu of the targets called Erase. That's pretty much the same as multiply by 0.0.

Warp

The warp tool can warp secondary meshes. Most of the time we sculpt things on the main mesh such as the skin. And then we just warp to secondary meshes such as costume. To do that, put the skin mesh (body_geo) into the Master field, select all the targets, select the mesh in the scene, and then TOOLS -> Warp ... Alt text

Known Bug

At this time the warp tool expects you to already have the mesh inside the mesh table and have it activated for all targets. Basically what you get when you check the mesh having all targets selected. If you don't do that, it'll either quietly do nothing, or give you a strange error.

Note

Don't forget to have the mesh that you want to warp selected in scene. Btw, you can also do vertex and soft selection for that, and it'll only warp the vertices you have selected.

Blend IDs

If you have another mesh that has the pose sculpted already, the Blend IDs tool can help you with that, also under the TOOLS button.