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johnlilpy
Has someone managed to set up something that uses blend shapes with apex?
william_harley
I have yes, have a look at the content library.In the lucha and chicken demo file Im using blendshapes to drive the face joints on both characters. Its a little more complicated in that it computes the local transform on the joints and sets the blend on the skeleton , but you could edit it to work for normal blendshapes.
william_harley
Will add an example to the content library soon.
johnlilpy
william_harley
I have yes, have a look at the content library.In the lucha and chicken demo file Im using blendshapes to drive the face joints on both characters. Its a little more complicated in that it computes the local transform on the joints and sets the blend on the skeleton , but you could edit it to work for normal blendshapes.

Thanks for the reply. If I understand the rig correctly, the blend shapes are applied to the joints as opposed to the mesh. It would be fantastic to include examples/apex rig components to show us how to add blend shapes and corrective blend shapes for the meshes.

william_harley
Will add an example to the content library soon.
Really looking forward to it!
legw
Bump
Also intressted in more Apex examples with blend shapes and corrective blend shapes,

Thanks for the APEX Pillow in content, that was quick.
william_harley
Hi, sorry for the delayed reply.
I have included normal mesh based blendshapes in the pillow example file.
here: https://www.sidefx.com/contentlibrary/apex-pillow/ [www.sidefx.com]

Corrective blendshapes will take more setup time at the moment, but essentially you would be using
the Transform Objects parameter values to drive the blendshapes. so instead of using an abstract control, you can fit and clamp
the values from say, the rotation of a joint to drive a corrective.
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