Blend Shapes Via Spline Curve Path

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I'm working off of “The Art Of Moving Points” book (excellent book btw) and it says there that blendshapes should be on a spline curve.

This makes sense because, for example, when an eye blinks, the eyelid doesn't just travel straight from open to closed, but it goes on a curve around the eye. How does one accomplish this in Houdini with Blendshapes?

If I have Blendshape SOP and I create eyelid Up and eyelid Down… it makes the eyelid travel in between the two shapes in a straight line. This doesn't make sense as the eyelid should be following the eye contour (round).

Eyes are just an example but many times you want things traveling on a curve in between blends.

I have tried wire deformers but I'm still stuck at the point of how would I make them deform on a curve (not the curve that they use, but a different curve). Is there a setting where I can use another curve as a guide? I hope I'm making sense.

Thank you

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blendshape_02.jpg (27.9 KB)
blendshape_01.jpg (19.2 KB)

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https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=38026 [sidefx.com]

work in progress, but hope to finish this soon.
Werner Ziemerink
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www.luma.co.za
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Werner Ziemerink
https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=38026 [sidefx.com]

work in progress, but hope to finish this soon.

Wow - Excellent work!

You can achieve very realistic deformations. Please keep me (us) posted.
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it doesn't solve the general problem, but for eyelids you might try using spherical or cylindrical coordinates.
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